Re: A more accurate NES palette?
Posted: Sun Dec 13, 2015 3:10 pm
NES Development and Strangulation Records message boards
I'll interpret that to mean "NES doesn't do color emphasis uniformly". But it still doesn't answer my original question... does Nintendulator (or other popular emulators) implement color emphasis accurately?tepples wrote:These phases are evenly spaced on the UV plane but not in RGB space...
Notice, for example, how much closer red (R) is to magenta (MG) than to yellow (YL).
It's exactly the opposite of this. The NES does colour emphasis uniformly in the YUV colour space.dougeff wrote:I'll interpret that to mean "NES doesn't do color emphasis uniformly".
I'm quite curious as well; I was under the impression (possibly due to NEStopia) that Color Emphasis only affects $x0-$xD* — not $xE or $xF: But in Nintendulator, you can clearly see that it affects the entire 64-color range of the NES palette: This really makes me wish I had a Power Pak or EverDrive N8 so I could see just what the behavior is on my own old CRT television and a real NES. ò.O (And, for lulz, my Yobo FC Console as well. )dougeff wrote:... does Nintendulator (or other popular emulators) implement color emphasis accurately?
It's right here in his own thread.tepples wrote:Link me the test ROM and I'll try it on my PowerPak tonight.
I disagree. I much prefer 0,0,0 for all blacks. I think is gives better contrast. Your numbers might be "accurate", but I just like black blacks.Charcoal Black...in most games, you don't even notice that it's not pure black
Fair enough. :p The entire point of this thread, though, was/is to acquire — either via searching, or via creating — a more accurate palette for NES graphics. There's nothing stopping you from zeroing all of the blacks out, though.dougeff wrote:I disagree. I much prefer 0,0,0 for all blacks. I think is gives better contrast. Your numbers might be "accurate", but I just like black blacks.Charcoal Black...in most games, you don't even notice that it's not pure black
May I ask why you felt that $24 and the $xC range needed hue adjustments, and how do they compare to prior to the replacements?Kizul Emeraldfire wrote: … I decided to hook my NES up to my ATi TV Wonder Value Edition capture card again, this time with specific settings (that I'll post if anyone's curious).
(and, in the case of four colors — $24, $0C, $1C, and $2C — hue replacements with colors from my previous palette
I never thought someone would post a palette that I prefer to NEStopia's, but I really dig what you've done there, Kizul.This is it, guys. This is my "swan's song". …
As for the blue at 23, that was an admitted mistake by FCEUX's developer and corrected with version 2.2.0.I ended up accidentally discovering that FCEUX stores the entire NES palette — both regular and Color Emphasized! — quite tidily in the screenshots it takes.
I wonder why there's a blot of blue at $23? It seems… out-of-place.
FCEUX is up to version 2.2.2 now, so it may be time to update your copy.FCEUX 2.2.0 Release wrote:Fixed wrong default palette entry
Well, this is what the palette looked like before I did any tweaking to it*: You can also download its respective emulator palette from here, in the event you wanted to try it out. (Would've attached it, but I can attach only three files, so… this and the screenshots below won out in the priority war.)M_Tee wrote:May I ask why you felt that $24 and the $xC range needed hue adjustments, and how do they compare to prior to the replacements?
Hurray! I'm happy you like it.M_Tee wrote:I never thought someone would post a palette that I prefer to NEStopia's, but I really dig what you've done there, Kizul.
The main fault with NEStopia's palette, as far as I can tell, is the strong value jump between $x0 entries and $x1. The darks are just too dark. The other fault that nearly all NES palettes have is that they're just too saturated. If I were to adjust the settings on my TV to produce colors that saturated, then actual live-action television would be unwatchable.
Ahhhh, I see. Hm. I have no idea what version I used to make my original screenshot, but I'll certainly update it!
He's technically correct. (The best kind of correct.)dougeff wrote:I much prefer 0,0,0 for all blacks. I think is gives better contrast.
Yeah, that's what happens on mine, too. But sadly, emulators don't emulate this effect. Of course, the amount of $0D in relation to the other blacks on the screen also seems to change how bright it and the other blacks look, too. ¯\(º_O)/¯rainwarrior wrote:On my television, the presence of "too black" $0D causes the other blacks to raise slightly in brightness, but if it is not present onscreen, they are normalized to proper black.
Mm… I agree. But hey, at least my palette looks far and away better than most (if not all) NES-on-a-chip consoles' palettes!rainwarrior wrote:A single palette doesn't really adequately describe all behaviours, and an RGB palette has big problems because of its limited gamut of available colours.
There's no "definitive" palette. There's maybe good methodologies and bad ones, but even with good practices it's ultimately a matter of choice about what compromises you want to make to fit a square peg into a round hole.