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Console Specifications

Technical specs recovered from documentation and prototypes

🎮

Nethercore ZX

3D Home Console

Playable

The flagship. Full 3D with texture support — Nethercore'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
Lambert, 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 Nethercore learned, focused into one machine. Their most ambitious hardware — and the best documented.

💻

Chroma

2D Handheld

Planned

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

Channels
4 PSG + 2 sample
Waveforms
Square, triangle, saw, noise

System

Cart
4 MB
Memory
1 MB
Players
Up to 4

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

Documentation recovered. Emulation planned.

🔮

z

3D Handheld

Planned

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

Channels
4 PSG + 2 sample
Waveforms
Square, triangle, saw, noise

System

ROM
8 MB
RAM
2 MB
Players
Up to 4

Recovered from design documents and prototypes. The distinctive vertex-colored aesthetic awaits preservation.

Documentation recovered. Emulation planned.

🖌

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 for sharp, pixel-perfect scaling.

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.