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 Post subject: Another palette test
PostPosted: Fri Sep 18, 2015 12:10 am 
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I wanted a palette test ROM that would work with FCEUX, and I couldn't find one digging around so I made a new one.

This displays the regular palette on the top, and lets you play with emphasis/greyscale bits for the palette on the bottom. You can also toggle the "forbidden black" $0D color.

I tested it on a bunch of different emulators, and on my NTSC NES. It should presumably work with Dendy. The PAL version of the ROM has only been tested in emulators.

Further down in this thread, there are two other useful programs:
Edit: added PAL version. 2018-7-26

Attachment:
File comment: Palette test video capture
palette_test_capture.png
palette_test_capture.png [ 94.36 KiB | Viewed 20879 times ]


Attachments:
File comment: PAL Palette test ROM
palette_pal.nes [40.02 KiB]
Downloaded 658 times
File comment: NTSC Palette test ROM
palette.nes [40.02 KiB]
Downloaded 758 times
File comment: NES Palette test source code
palette_test_src.zip [9.28 KiB]
Downloaded 610 times


Last edited by rainwarrior on Tue Feb 05, 2019 4:41 pm, edited 4 times in total.
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 Post subject: Re: Another palette test
PostPosted: Fri Sep 18, 2015 12:27 pm 
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Thank you, RainWarrior.
It's very valuable ROM for emphasis bits test.


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 Post subject: Re: Another palette test
PostPosted: Fri Sep 18, 2015 4:59 pm 
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In response to a request in another thread, I've made a simple ROM for displaying a full-screen colour. (No special tricks, should run on any NES, NTSC or PAL or whatever.)

You can select any of the 64 entries, toggle emphasis and greyscale bits, and hide the display if you just want a full screen of a single colour.

Attachment:
File comment: Color test screenshot
color_test_screenshot.png
color_test_screenshot.png [ 1.61 KiB | Viewed 20788 times ]


Attachments:
File comment: Color test source files
color_test_src.zip [5.12 KiB]
Downloaded 845 times
File comment: Color test ROM
color_test.nes [40.02 KiB]
Downloaded 2035 times
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 Post subject: Re: Another palette test
PostPosted: Sat Sep 19, 2015 12:53 am 
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Rumata gave me RP2C07-0 - PAL PPU chip of NES French version
(PPU itself output is standard composite signal, but finally converted to RGB by special decoder on French NES mainboard)

So, i've installed it to my Hybrid/Dendy famicom:
Image

https://youtu.be/jY8Jb1uQEcc

Red/Green Emphasis bits are swapped.
Waiting for decap this chip soon.

P.S. I will give this chip to decapper man very soon, tomorrow or day later.
I can do some tests for today, if you want it.

About you first ROM:
RainWarrior wrote:
I would not expect it to run properly at all on a PAL NES, but I think it will work with Dendy.

It work perfect on Dendy.
But looks top-shifted when i run it on "Dendy CPU + PAL RP2C07-0" bundle. The upper part is out-of-screen.


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 Post subject: Re: Another palette test
PostPosted: Sat Sep 19, 2015 3:53 am 
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Implemented this swap for PAL filter in the latest fceux revision. I wonder if we shall do it for PAL/Dendy region mode in general.


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 Post subject: Re: Another palette test
PostPosted: Sat Sep 19, 2015 9:00 am 
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Hi.

I've just took a closer look on the palette example. It's seens, by reading the code, that there is a missing 'test.chr' file, due to lines 24 and 25 on palette.s file.

; CHR ROM
.segment "TILES"
.incbin "test.chr"
.incbin "test.chr"

Congrats for the demo


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 Post subject: Re: Another palette test
PostPosted: Sat Sep 19, 2015 10:17 am 
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Sorry about that, added it to the ZIP.


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 Post subject: Re: Another palette test
PostPosted: Sat Sep 19, 2015 1:31 pm 
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No problem at all. Just trying to help!


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 Post subject: Re: Another palette test
PostPosted: Thu Jul 26, 2018 4:35 pm 
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Inspired by some recent discussions about PAL vs NTSC, and Mesen's awesome event viewer debug feature, I decided to make a PAL version of the palette test ROM (see OP above).

I don't have a PAL machine, so it's only been tested in emulators. Please let me know if you're able to verify that it works on real hardare.


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 Post subject: Re: Another palette test
PostPosted: Thu Jul 26, 2018 5:50 pm 
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Cool! Will be back home in a week. if noone has verified it until then, i'll check.

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http://www.frankengraphics.com - personal NES blog


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 Post subject: Re: Another palette test
PostPosted: Tue Feb 05, 2019 4:36 pm 
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Trying to make it easier to take palette samples for research, I've written a python program to take the average of rectangular samples from images captured from the palette.nes ROM above, and compile them into 512-entry palettes. Run the ROM, capture 8 images (one for each emphasis setting), and then run this python script to compile the palette.

For reference, I compared my two machines (Front loader NES, and an AV modded Famicom) against two capture devices I have (Diamond VC500 composite capture device, and Framemeister XRGB mini to Avermedia LGX HDMI capture device). This is not to provide any kind of definitive palette, just a few reference points for "opinions" these devices had about how the composite colours should be converted to RGB. Capture devices obviously aren't the end of the story, but they're at least something that can be measured in a semi-automated way like this.

Attachment:
File comment: Four reference captures I took with the program and hardware I have at hand.
four_captures.png
four_captures.png [ 22.93 KiB | Viewed 10567 times ]


By the way I forgot to turn on 0D for these samples, but I'm not sure if that's better or worse for the results. With some devices the presence of the sub-zero black causes the device to renormalize, which could have thrown things off if I had been using it.


Attachments:
File comment: Extra PNG capture source, too big to attach in capture_nes_palette.zip
famicom_pngs.zip [2.79 MiB]
Downloaded 369 times
File comment: Python program and sample captured palettes
capture_nes_palette.zip [2.23 MiB]
Downloaded 399 times
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