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The Quest for the Perfect Palette Generator
http://forums.nesdev.com/viewtopic.php?f=21&t=11281
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Author:  Drag [ Thu Jan 08, 2015 9:54 pm ]
Post subject:  Re: The Quest for the Perfect Palette Generator

Go for it. :D

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

Author:  nintendo8 [ Thu Jan 08, 2015 10:13 pm ]
Post subject:  Re: The Quest for the Perfect Palette Generator

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

Author:  markanini [ Fri Mar 16, 2018 4:03 pm ]
Post subject:  Re: The Quest for the Perfect Palette Generator

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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