It is currently Sat Sep 23, 2017 4:46 pm

All times are UTC - 7 hours





Post new topic Reply to topic  [ 34 posts ]  Go to page Previous  1, 2, 3
Author Message
PostPosted: Sat Jun 04, 2016 6:14 pm 
Offline
User avatar

Joined: Sat Mar 30, 2013 12:24 am
Posts: 254
Myask wrote:
dougeff wrote:
I noticed on the Wikipedia page of 'list of video game console palettes' it says they can't show an example of their colorful parrot with the NES palette, due to system constraints...that sounds like a challenge to me. :wink:

https://en.m.wikipedia.org/wiki/List_of ... e_palettes

Like a challenge you've issued, in fact.


Like a challenge he would issue, actually, as you've quoted a post from July of 2015 and linked to one from seven months later.

_________________
www.mteegfx.com


Top
 Profile  
 
PostPosted: Wed Nov 02, 2016 2:53 pm 
Offline
User avatar

Joined: Mon Dec 29, 2014 1:46 pm
Posts: 707
Location: New York, NY
I decided to give this concept a shot. The .pal files in the attached zip were generated using a CIEDE2000 color difference algorithm that compared Nestopia's YUV palette against palettes that I found in other emulators, on Wikipedia and other web sites. The monochrome palettes were generated by comparing normalized luminance components. The zip includes palettes for the following systems: Apple II, Atari 2600, CGA 1, CGA 2, ColecoVision, Commodore 64, Game Boy, Grayscale, Intellivision, Master System, Monochrome Amber, Monochrome Green, MSX and Tandy.


Attachments:
palettes.zip [2.7 KiB]
Downloaded 60 times
Top
 Profile  
 
PostPosted: Sat Nov 05, 2016 9:51 am 
Offline
Formerly AlienX
User avatar

Joined: Fri Apr 18, 2014 7:41 am
Posts: 133
Location: Bulgaria
This technical approach is very interesting. In some cases the results are spectacular (Castlevania with the C64 palette, for instance)! In other cases, it's a bit disappointing (In Metroid, Samus is completely yellow with the Apple II palette). The good thing is that the color ramps could be more accurate in terms of lightness. The downside is that some of the color replacements simply don't work. But anyway, this is very cool! :D

_________________
Greetings! I'm That Bio Mechanical Dude and I like creating various stuff like movies, games and of course chiptunes!
You can check out my YouTube Channel.
You can also follow me on Twitter.


Top
 Profile  
 
PostPosted: Sat Nov 05, 2016 11:00 am 
Offline
User avatar

Joined: Mon Dec 29, 2014 1:46 pm
Posts: 707
Location: New York, NY
BioMechanical Dude wrote:
This technical approach is very interesting. In some cases the results are spectacular (Castlevania with the C64 palette, for instance)! In other cases, it's a bit disappointing (In Metroid, Samus is completely yellow with the Apple II palette). The good thing is that the color ramps could be more accurate in terms of lightness. The downside is that some of the color replacements simply don't work. But anyway, this is very cool! :D


I noticed similar issues with the algorithm, especially with the Tandy palette (EGA) since it does not contain unsaturated colors. The algorithm could be modified to optimize colors over a set of player sprites. I.e., given a large set of sprites, it could find the optimal colors that retain all their looks. And, after that, it would optimize the remaining colors.


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 34 posts ]  Go to page Previous  1, 2, 3

All times are UTC - 7 hours


Who is online

Users browsing this forum: No registered users and 3 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB® Forum Software © phpBB Group