SNES Video spec Picture Processor Unit: 16-Bit
Video RAM: 128 KB
64 KB of VRAM for screen maps (for 'background' layers) and tile sets (for backgrounds and objects);
64 KB for sprite layers, 512 + 32 bytes of 'OAM' (Object Attribute Memory) for objects; 512 bytes of 'CGRAM' for palette data.
Palette: 256 entries; 15-Bit color depth (RGB555) for a total of 32,768 colors.
Maximum colors per layer per scanline: 256.
Maximum colors on-screen: 4096 without alpha and 32,768 (using color arithmetic for transparency effects).
Maximum colors per sprite : 128
Resolution: between 256x224 and 512x448. Most games used 256x224, 320x224, 512x224 pixels since higher resoulutions caused slowdown, flicker, and/or had increased limitations on layers and colors (due to memory bandwidth constraints);
the higher resolutions were used for less processor-intensive games, in-game menus, text, and high resolution images.
Maximum onscreen objects (sprites): 128 (32 per line, up to 34 8x8 tiles per line).
Maximum number of sprite pixels on one scanline: 256. The renderer was designed such that it would drop the frontmost sprites instead of the rearmost sprites if a scanline exceeded the limit, allowing for creative clipping effects.