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PostPosted: Thu Jan 08, 2015 9:54 pm 
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Joined: Mon Sep 27, 2004 2:57 pm
Posts: 1258
Go for it. :D

I'll need to get back to you on the emphasis bits, because I haven't fully explored that yet.


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PostPosted: Thu Jan 08, 2015 10:13 pm 
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Joined: Tue Jul 10, 2012 1:37 pm
Posts: 54
Alright I will also be working on this on the weekend hopefully.
Edit: The code for this already existed I merged two palette generators the code to generator the Y,I,Q values is now from viewtopic.php?t=8209
and I use your code to convert the Y,I,Q values to rgb. Here is the code https://github.com/ComputerNerd/Retro-G ... nespal.cpp


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PostPosted: Fri Mar 16, 2018 4:03 pm 
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Joined: Fri Mar 16, 2018 3:22 pm
Posts: 1
Sorry for the resurrection. I just want to add my two cents. I think the palette becomes more balanced once you specify a 9300k white point per NTSC-J spec:
Image
I say this despire not being a fan of non-D65 white points. There's no denying that the palette was designed around 9300k and might as well be simulated for NES content IMO. Additionally my eyes agree with @lidnariq on a brigtness setting -0.075. Especially since it ends up with a suitable brightness when used with a scan line effect. My IPS display is calibrated to sRGB, gamma 2.3, 120cd/m2.


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PostPosted: Sat Nov 03, 2018 7:26 pm 
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Joined: Mon Sep 27, 2004 2:57 pm
Posts: 1258
Hey all, I'm dropping in because my palette generator is now on GitHub.

I'll keep the version on my website current, but now there's a GitHub project page. As part of publishing it, I've cleaned up the source code, removed some redundant code, fixed variable names, and attempted to DRY some of the WET stuff (which there was lots of). Overall, I really hope this makes things easier for everyone who was interested in using or incorporating palgen. :D

Alright! Going to add a link to the project page to the first post of this thread.


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