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PostPosted: Sat Mar 08, 2014 7:14 pm 
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There are 15 colors in a sprite palette on the Super NES. Up to eight different palettes may be used at any time. Each sprite may have only one palette, but a single character may be made of more than one sprite each with its own palette.

Colors are specified in an RGB space, with each component's value ranging from 0 (least intensity) to 31 (greatest intensity). You get colors closer to gray if the components' values are close together. For example, (24, 16, 8) is a brownish gray (██████), while (31, 16, 0) is a brighter orange (██████).


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PostPosted: Sun Mar 09, 2014 4:09 pm 
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tepples wrote:
There are 15 colors in a sprite palette on the Super NES. Up to eight different palettes may be used at any time. Each sprite may have only one palette, but a single character may be made of more than one sprite each with its own palette.

Colors are specified in an RGB space, with each component's value ranging from 0 (least intensity) to 31 (greatest intensity). You get colors closer to gray if the components' values are close together. For example, (24, 16, 8) is a brownish gray (██████), while (31, 16, 0) is a brighter orange (██████).


You get colors closer to gray if the components' values are close together. For example, (24, 16, 8) is a brownish gray (██████), while (31, 16, 0) is a brighter orange (██████).

Example where I get confused easily. So, there's more colors that it's not viewable in raw palette? Or, so the gray-colors mixed with other colors is PART of the entire SNES palette?

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I am thinking of requesting a tutor [free] to learn NES programming in 6502 Assembly, as I am still baffled on the Bunnyboy 6504 lessons. If anyone want to help, I'm happy.
Bear in mind I may act silly or have trouble understanding, so please bear with me.


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PostPosted: Sun Mar 09, 2014 5:03 pm 
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caramelpuffpuff wrote:
Example where I get confused easily. So, there's more colors that it's not viewable in raw palette? Or, so the gray-colors mixed with other colors is PART of the entire SNES palette?
The SNES, as well as many more modern computers, directly produces video in RGB. The "saturation" of a color is related to the difference between the highest number and lowest number of the three numbers that specify an RGB color. The lower the saturation, the more grayish the color is.


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PostPosted: Tue Mar 11, 2014 2:44 pm 
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lidnariq wrote:
caramelpuffpuff wrote:
Example where I get confused easily. So, there's more colors that it's not viewable in raw palette? Or, so the gray-colors mixed with other colors is PART of the entire SNES palette?
The SNES, as well as many more modern computers, directly produces video in RGB. The "saturation" of a color is related to the difference between the highest number and lowest number of the three numbers that specify an RGB color. The lower the saturation, the more grayish the color is.


Oh. so the SNES 20000+ palette is in purest form, with saturation ability in them?

_________________
I am thinking of requesting a tutor [free] to learn NES programming in 6502 Assembly, as I am still baffled on the Bunnyboy 6504 lessons. If anyone want to help, I'm happy.
Bear in mind I may act silly or have trouble understanding, so please bear with me.


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PostPosted: Tue Mar 11, 2014 5:50 pm 
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caramelpuffpuff wrote:
Oh. so the SNES 20000+ palette is in purest form, with saturation ability in them?
Right. The SNES provides three numbers from 0 to 31, and the three numbers correspond to red, green, and blue brightness respectively. Maybe wikipedia's article on computer palettes is helpful?


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PostPosted: Sat Jun 10, 2017 3:47 am 
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koitsu wrote:
Using mode 3 as an example: you have two backgrounds available, one which supports up to 256 colours (i.e. 256 entries in a palette), and another which supports only 16.


Hello all!

Could someone can explain to me how you can use 256 colors palette entries in mode 3 when the PPP tile map index is 3 bits only?

SNES doesn't use the 8bpp RGB color value rather palette entries?

Thanks you for any explanation.


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PostPosted: Sat Jun 10, 2017 5:31 am 
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In a 256-color-mode, the tile data for every pixel is 8 bits wide and indexes across the entire palette. Therefore PPP has no effect (except in Direct Color mode).


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PostPosted: Sat Jun 10, 2017 7:18 am 
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I just want to point out, the Wikipedia palette isn't perfectly accurate. I've played around with it with GIMP and I noticed it's not linear RGB. It might be Byuu's CRT palette but I don't know.

Anyway, I find it funny how much people criticize SNES games for having "washed out pastel colors" when they were meant to be played on a CRT.


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PostPosted: Sat Jun 10, 2017 7:47 am 
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Really? I think the SNES colors look great on just about any type of display.


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PostPosted: Sat Jun 10, 2017 10:53 am 
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creaothceann wrote:
In a 256-color-mode, the tile data for every pixel is 8 bits wide and indexes across the entire palette. Therefore PPP has no effect (except in Direct Color mode).


Great!! Thank you for your answer!


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