VGA
Original VGA (31.5 KHz - 640x480)/SVGA (35-37 KHz - 800x600)
VGA (VESA Standard)
Commodore Monitor 1084/VGA
EGA - TTL (15.74-21.85 KHz)
CGA - TTL (15.75 KHz - 320x200 or 640x200)
Monochrome - TTL (18.43 KHz - 720x350)
Scart
Scart (Japanese style)
S-Video
NeoGeo Audio/Video
Sega Genesis/Sega Master System
Commodore Monitor 1084(S)
JAMMA
PC-Engine
Playstation
Dreamcast
Parallel Port (PC)
Parallel Port (PC/EPP)
Parallel Port (Amiga)
Parallel Port (Amiga 1000)
Sega Saturn
Sega Genesis 2/32X/Nomad
Super Nintendo/Super Famicon
Super Nintendo/Super Famicon (newer models)
Nintendo 64
Jaguar
Game Cube
XBox



















VGA

1 RED Red Video
2 GREEN Green Video
3 BLUE Blue Video
4 ID2 Monitor ID Bit 2
5 GND Ground
6 RGND Red Ground
7 GGND Green Ground
8 BGND Blue Ground
9 KEY Key (No pin)
10 SGND Sync Ground
11 ID0 Monitor ID Bit 0
12 ID1/SDA Monitor ID Bit 1
13 H-/CSYNC Horizontal Sync (or Composite Sync)
14 VSYNC Vertical Sync
15 ID3/SCL Monitor ID Bit 3

Original VGA (31.5 KHz - 640x480)/SVGA (35-37 KHz - 800x600)

1 Red (Analog)
2 Green (Analog)
3 Blue (Analog)
4 Reserved
5 Ground
6 Red Return
7 Green Return
8 Blue Retuen
9 No Connect
10 Ground
11 (ID0) GND (Color)
12 (ID1) NC (Color)
13 Horzontal Sync
14 Vertical Sync
15 No Connect

Note: Monitor ID Lines ID1,ID0=NC,G for color; G,NC for Mono. ID0 only may be used.
Mono VGA is similar using only the Green Video and Return.

VGA (VESA Standard)

Note that many of the pins shown above as "no connects" (actually, these
were sometimes used as monitor ID bits by many manufacturers) are now
defined under the VESA Display Data Channel standard. This standard provides
two protocols for display ID and control, including support for the full
ACCESS.bus interface. The current definition of the "VGA" pinout per the
DDC standard is:

1 Red (Analog)
2 Green (Analog)
3 Blue (Analog)
4 Reserved
5 Return
6 Red Return
7 Green Return
8 Blue Return
9 +5 VDC (frm host)*
10 Sync return
11 Monitor ID0 (opt.)
12 Data (SDA)
13 Horzontal Sync
14 Vertical Sync
15 Data clock (SCL)*

Those signals marked with an asterisk would be supplied by the host only
if the host supports the DDC2 protocol (I2C or ACCESS.bus).



Commodore Monitor 1084/VGA

1 GND Ground
2 GND Ground
3 R Red
4 G Green
5 B Blue
6 I Intensity
7 CSYNC Composite Sync
8 HSYNC Horizontal Sync
9 VSYNC Vertical Sync

EGA - TTL (15.74-21.85 KHz)

1 GND
2 Secondary RED Video
3 Primary RED Video
4 Primary GREEN Video
5 Primary BLUE Video
6 Secondary Green Video/Intensity
7 Secondary Blue Video
8 H Sync TTL Positive
9 V Sync TTL Negative

CGA - TTL (15.75 KHz - 320x200 or 640x200)

1 GND
2 Unused
3 RED Video
4 GREEN Video
5 BLUE Video
6 Intensity
7 Unused
8 H Sync TTL Positive
9 V Sync TTL Positive

Monochrome - TTL (18.43 KHz - 720x350)

1 GND
2 Unused
3 Unused
4 Unused
5 Unused
6 Intensity
7 Video
8 H Sync TTL Positive
9 V Sync TTL Negative


Scart

1 AOR Audio Out Right
2 AIR Audio In Right
3 AOL Audio Out Left + Mono
4 AGND Audio Ground
5 B GND RGB Blue Ground
6 AIL Audio In Left + Mono
7 B RGB Blue In
8 SWTCH Audio/RGB switch / 16:9
9 G GND RGB Green Ground
10 CLKOUT Data 2: Clockpulse Out
11 G RGB Green In
12 DATA Data 1: Data Out
13 R GND RGB Red Ground
14 DATAGND Data Ground
15 R RGB Red In / Chrominance
16 BLNK Blanking Signal
17 VGND Composite Video Ground
18 BLNKGND Blanking Signal Ground
19 VOUT Composite Video Out
20 VIN Composite Video In / Luminance
21 SHIELD Ground/Shield (Chassis)

Scart (Japanese style)

1 AR Audio Right
2 ? ?
3 AGND Audio Ground
4 ? ?
5 AL Audio Left
6 ? ?
7 BLNKGND Blanking Signal Ground
8 ? ?
9 BLNK Blanking Signal
10 ? ?
11 ? ?
12 ? ?
13 R GND RGB Red Ground
14 ? ?
15 R RGB Red
16 +5V +5V
17 G GND RGB Green Ground
18 B GND RGB Blue Ground
19 G RGB Green
20 B RGB Blue
21 SHIELD Ground/Shield (Chassis)


S-Video

1 GND Ground (Y)
2 GND Ground (C)
3 Y Intensity (Luminance)
4 C Color (Chrominance)


NeoGeo Audio/Video

1 AOUT Audio out
2 GND Ground
3 VIDEO Composite Video Out
4 +5V +5 VDC
5 GREEN Green Video
6 RED Red Video
7 NSYNC Negative Sync
8 BLUE Blue Video

Sega Genesis/Sega Master System

1 Composite Video
2 Ground
3 Audio Mono (use Headset connector for stereo)
4 Green
5 +5VDC
6 Sync
7 Red
8 Blue

Commodore Monitor 1084(S)

1 n/c Not connected
2 R Red
3 G Green
4 B Blue
5 I Intensity
6 GND Ground
7 HSYNC Horizontal Sync
8 VSYNC Vertical Sync


JAMMA

1 Ground
2 Ground
3 +5V
4 +5V
5 -5V
6 +12V
7 Key (no connection)
8 Meter 1
9 Lockout 1
10 Speaker +
11 Audio +
12 Video Red
13 Video Blue
14 Video Ground
15 Test Switch
16 Coin 1
17 1 Player start
18 Player 1 Up
19 Player 1 Down
20 Player 1 Left
21 Player 1 Right
22 Player 1 Button 1
23 Player 1 Button 2
24 Player 1 Button 3
25 (Player 1 Button 4)
26 Not used
27 Ground
28 Ground
A Ground
B Ground
C +5V
D +5V
E -5V
F +12V
H Key (no connection)
J Meter 2
K Lockout 2
L Speaker -
M Audio Ground
N Video Green
P Video Sync
R Service Switch
S Tilt Switch "Pinball Slam"
T Coin 2
U 2 Player start
V Player 2 Up
W Player 2 Down
X Player 2 Left
Y Player 2 Right
Z Player 2 Button 1
Aa Player 2 Button 2
Ab Player 2 Button 3
Ac (Player 2 Button 4)
Ad Not used
Ae Ground
Af Ground


PC-Engine

1 Video
2 Right
3 Ground
4 +5v
5 Left


Playstation

1 GND Ground
2 RT Right Audio
3 GND Ground
4 LT Left Audio
5 Y S-Video Y
6 SYNC Composite Sync
7 C S-Video C
8 VGND Video Ground
9 B Blue
10 +5V +5 VDC
11 R Red
12 G Green

(Add a 220uf capacitor in each of the RGB lines to get an acceptable picture)


Dreamcast

1 Ground
2 Right Audio
3 Left Audio
4 +12v
5 +5v
6 31 kHz RGB - (VGA rate) Connect to GND with pin 7
7 15 kHz RGB - (TV rate) Connect to GND
8 Vertical Sync (for VGA)
9 Horizontal Sync (for VGA)
10 Composite Sync
11 S-video
12 S-video
13 Composite Video
14 Blue (Use 220uf cap)
15 Green (Use 220uf cap)
16 Red (use 220uf cap)


Parallel Port (PC)

1 /STROBE Strobe
2 D0 Data Bit 0
3 D1 Data Bit 1
4 D2 Data Bit 2
5 D3 Data Bit 3
6 D4 Data Bit 4
7 D5 Data Bit 5
8 D6 Data Bit 6
9 D7 Data Bit 7
10 /ACK Acknowledge
11 BUSY Busy
12 PE Paper End
13 SEL Select
14 /AUTOFD Autofeed
15 /ERROR Error
16 /INIT Initialize
17 /SELIN Select In
18 GND Signal Ground
19 GND Signal Ground
20 GND Signal Ground
21 GND Signal Ground
22 GND Signal Ground
23 GND Signal Ground
24 GND Signal Ground
25 GND Signal Ground

Parallel Port (PC/EPP)

1 nStrobe Strobe
2 data0 Address, Data or RLE Data Bit 0
3 data1 Address, Data or RLE Data Bit 1
4 data2 Address, Data or RLE Data Bit 2
5 data3 Address, Data or RLE Data Bit 3
6 data4 Address, Data or RLE Data Bit 4
7 data5 Address, Data or RLE Data Bit 5
8 data6 Address, Data or RLE Data Bit 6
9 data7 Address, Data or RLE Data Bit 7
10 /nAck Acknowledge
11 Busy Busy
12 PError Paper End
13 Select Select
14 /nAutoFd Autofeed
15 /nFault Error
16 /nInit Initialize
17 /nSelectIn Select In
18 GND Signal Ground
19 GND Signal Ground
20 GND Signal Ground
21 GND Signal Ground
22 GND Signal Ground
23 GND Signal Ground
24 GND Signal Ground
25 GND Signal Ground

Parallel Port (Amiga)

1 /STROBE Strobe
2 D0 Data Bit 0
3 D1 Data Bit 1
4 D2 Data Bit 2
5 D3 Data Bit 3
6 D4 Data Bit 4
7 D5 Data Bit 5
8 D6 Data Bit 6
9 D7 Data Bit 7
10 /ACK Acknowledge
11 BUSY Busy
12 POUT Paper Out
13 SEL Select (Shared with RS232 RING-indicator)
14 +5V PULLUP +5 Volts DC (10 mA max)
15 n/c Not connected
16 /RESET Reset
17 GND Signal Ground
18 GND Signal Ground
19 GND Signal Ground
20 GND Signal Ground
21 GND Signal Ground
22 GND Signal Ground
23 GND Signal Ground
24 GND Signal Ground
25 GND Signal Ground

Parallel Port (Amiga 1000)

1 /STROBE Strobe
2 D0 Data Bit 0
3 D1 Data Bit 1
4 D2 Data Bit 2
5 D3 Data Bit 3
6 D4 Data Bit 4
7 D5 Data Bit 5
8 D6 Data Bit 6
9 D7 Data Bit 7
10 /ACK Acknowledge
11 BUSY Busy
12 POUT Paper Out
13 SEL Select (Shared with RS232 RING-indicator)
14 GND Signal Ground
15 GND Signal Ground
16 GND Signal Ground
17 GND Signal Ground
18 GND Signal Ground
19 GND Signal Ground
20 GND Signal Ground
21 GND Signal Ground
22 GND Signal Ground
23 GND Signal Ground
24 GND Signal Ground
25 GND Signal Ground


Sega Saturn

1 Sync
2 Stereo L
3 Stereo R
4 +5VDC
5 Red
6 Green
7 Blue
8 Composite Video
9 Luminance
10 Chrominance


Sega Genesis 2/32X/Nomad

1 Blue
2 +5VDC
3 Green
4 Composite Video
5 Sync
6 Audio Mono
7 Red
8 Stereo L
9 Stereo R


Super Nintendo/Super Famicon

1 R Red (Requires 200 uF in series)
2 G Green (Requires 200 uF in series)
3 CSYNC Composite Sync
4 B Blue (Requires 200 uF in series)
5 GND Ground
6 GND Ground
7 Y S-Video Y
8 C S-Video C
9 CVBS Composite Video
10 +5V +5 VDC
11 L+R Left+Right Audio (Mono)
12 L-R Left-Right Audio (Used to calculate Stereo)

Super Nintendo/Super Famicon (newer models)

1 R Red (Requires 200 uF in series)
2 G Green (Requires 200 uF in series)
3 CSYNC Composite Sync
4 B Blue (Requires 200 uF in series)
5 GND Ground
6 GND Ground
7 n/c Not connected
8 n/c Not connected
9 CVBS Composite Video
10 +5V +5 VDC
11 L+R Left+Right Audio (Mono)
12 L-R Left-Right Audio (Used to calculate Stereo)

Nintendo 64

1 n/c Not connected
2 n/c Not connected
3 n/c Not connected
4 n/c Not connected
5 GND Ground
6 GND Ground
7 Y S-Video Y
8 C S-Video C
9 CVBS Composite Video
10 +5V +5 VDC
11 L+R Left+Right Audio (Mono)
12 L-R Left-Right Audio (Used to calculate Stereo)


Jaguar

1A AL Audio Left
2A AGND Audio Ground
3A GND Ground
4A GND Ground (Chroma)
5A B RGB Blue
6A HSYNC Horizontal sync
7A G RGB Green
8A CHROMA Chroma
9A GND? Ground?
10A +5V? +5 VDC?
11A +5V? +5 VDC?
12A ? ?
1B AR Right audio
2B AGND Audio GND
3B GND Ground
4B R RGB Red
5B CSYNC Composite (Vertical) Sync
6B ? ?
7B LGND Luminance Ground
8B LUM Luminance
9B GND Ground
10B CVBSGND Composite Video Ground
11B CVBS Composite Video
12B ? ?


Game Cube

1 Y
2 Y GND
3 Pb
4 Pb GND
5 Pr
6 PR GND
7 ? Reserved
8 Line 1
9 Line 2
10 ? Reserved
11 Line 3
12 GND Ground
13 ? Reserved
14 Plug In Flag

There are so far five D connector types, each a higher resolution than the last. Used primarily for Japanese digital satellite
broadcasting, the resolutions are:

D1 525 Interlaced
D2 525 progressive
D3 1125 Interlaced
D4 750 progressive
D5 1125 progressive

Note that each is backward compatible. This means that a D5 TV can display all of these modes, where a D3 TV can only display D1-D3.



XBox

1 Audio Right
2 Audio Right GND
3 SP-DIF Digital Audio
4 V-Sync (VGA Mode)
5 Mode GND
6 Mode GND
7 Mode GND
8 GND
9 Variable
10 Pin 9 GND
11 Variable
12 Pin 11 GND
13 Vcc
14 Audio Left
15 Audio Left GND
16 H Sync (VGA Mode)
17 Mode Select 1
18 Mode Select 2
19 Mode Select 3
20 +12v
21 Pin 22 GND
22 Variable
23 Pin 24 GND
24 Variable

    NTSC Mono PAL/Secam Mono Component NTSC Stereo VGA (31 kHz RGB) PAL Stereo SCART (15 kHz RGB)
9   -         -              Pb        -           B                -          B
11  Y         Y              Y         Y           G                Y          G
22  C         C              Pr        C           R                C          R
24  V         V              -         V           -                V          S

V = Composite Video
S = Composite Sync
Y = S-video Luma
C = S-video Chroma
Blue = GND




Report problems/ideas/fixes to
ucon64-main@lists.sf.net or go to ucon64.sf.net