Enhanced Graphics Adapter

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An IBM EGA card.

The Enhanced Graphics Adapter (EGA) is a graphics card which gives IBM Personal Computers color graphics capabilities superior to those of the earlier Color Graphics Adapter. It was designed and developed by IBM and first sold in 1984, but competing companies quickly reverse-engineered it and sold clones. The display type was extremely popular for MS-DOS programs through the mid to late 1980s. IBM also sold a more advanced Professional Graphics Controller, but it was out of the price range for home users. The EGA was superseded in 1987 by the Video Graphics Array (VGA) which added superior color graphic capabilities, although software continued to support EGA for years to follow.

Personal

I spent a lot of my childhood acquainted with EGA graphics, not just because a lot of games I played used it, but because it was a very popular QuickBASIC screen (screen 7). Even though I haven't bothered with it in decades, I still have the default EGA color palette memorized.

Technical Specifications

Display Modes

EGA is backward-compatible with CGA and supports its text and graphic modes, but also adds higher resolution modes. When running in CGA modes, it uses the same dimensions and colors. EGA adds two text modes and four new graphics modes.

When running in 640×350 graphic mode, EGA supports 4-bit color (16 distinct colors at once) chosen from a palette of 64 colors. However, in order to maintain backward compatibility, when running in 320×200 graphics mode, the color palette is always fixed to the CGA default, even though the CGA couldn't support 16 colors at 320×200.

Mode Pixel Resolution Text Resolution Colors Pixel Aspect Ratio Notes
Text 640 × 350 80 × 25 (8 × 14 pixel font) 16 (from a palette of 64) 1:1.37
Text 640 × 350 80 × 43 (8 × 8 pixel font) 16 (from a palette of 64) 1:1.37
Text 640 × 200 80 × 25 (8 × 8 pixel font) 16 1:2.4 CGA backward compatibility.
Text 320 × 200 40 × 25 (8 × 8 pixel font) 16 1:1.2 CGA backward compatibility.
Graphics 640 × 350 16 (from a palette of 64) 1:1.37
Graphics 640 × 200 16 (from a palette of 64) 1:2.4
Graphics 320 × 200 16 1:1.2
Graphics 640 × 350 2 1:1.37
Graphics 320 × 200 4 1:1.2 CGA backward compatibility.
Graphics 640 × 200 2 1:2.4 CGA backward compatibility.

Examples

King's Quest IV - DOS - Screenshot - Genesta's Bedroom.png
Actual data from King's Quest IV
(320x200 resolution, 1:1 pixel ratio)

EGA Example - Simulated 320x200.png
Simulated monitor (1:1.2 pixel ratio).

SimAnt - DOS - Screenshot - EGA.png
Actual data from SimAnt: The Electronic Ant Colony
(640x350 resolution, 1:1 pixel ratio).

EGA Example - Simulated 640x350.png
Simulated monitor (1:1.37 pixel ratio).

Color Palette

The complete EGA color palette.

All games designed for EGA's high-res modes could technically modify the default palette, though few developers ever took advantage of this feature, excepting Maxis, which is a real shame since the default palette isn't conducive to attractive art. The following software modifies the palette.

In QuickBASIC, screens 0 and 9 support customizing the default 16 colors of the EGA palette with the command PALETTE index, color, where index was one of the 0-15 colors and color was one of the 64 possible colors.

Software

All software that used 4-bit Color

These are programs that I think made good use of EGA graphics:

Documentation

Links

Link-Wikipedia.png  Link-MobyGames.png  Link-ModdingWiki.png