Search found 50 matches
- Wed Sep 16, 2015 10:12 pm
- Forum: NESdev
- Topic: Revisiting the quest for the most accurate NES palette:
- Replies: 123
- Views: 74995
Re: Revisiting the quest for the most accurate NES palette:
For me, the problem with the emulator palettes like Nestopia's YUV version is the blue-green shades on the right are far too green. I noticed it when playing the first dungeon of Zelda. They have it as pretty much half blue and half green, but the real hardware favors the blue far more than the gree...
- Tue Sep 15, 2015 1:12 am
- Forum: NESdev
- Topic: Revisiting the quest for the most accurate NES palette:
- Replies: 123
- Views: 74995
Revisiting the quest for the most accurate NES palette:
Some of you may recall my previous thread where I wasn't happy with any of the currently-offered NES palettes on various emulators as well as the NESRGB board. I had decided to take on the challenge to generate the most accurate palette based on the NTSC-USA front-loader NES's composite video output...
- Fri Jul 03, 2015 7:32 am
- Forum: NESdev
- Topic: Palette test ROM request:
- Replies: 7
- Views: 3621
Re: Palette test ROM request:
I'll actually being using two different methods to come up with two different palettes: 1. The first method (which I have finished: http://www.firebrandx.com/downloads/fbxnespalette.zip ) will be an average hue and brightness setting for each palette entry based on how it 'typically looks' on a CRT....
- Thu Jun 04, 2015 7:12 am
- Forum: NESdev
- Topic: Palette test ROM request:
- Replies: 7
- Views: 3621
Re: Palette test ROM request:
Awesome! That's pretty much what I needed! What I'm working on is an old project I am revisiting with new hardware, and that's to make an accurate reproduction of the original composite output palette the NES front-loader generates. My results thus far have been almost identical to the Nestopia YUV ...
- Thu Jun 04, 2015 4:03 am
- Forum: NESdev
- Topic: Palette test ROM request:
- Replies: 7
- Views: 3621
Palette test ROM request:
Greetings! My apologies if this has already been made, but I'm looking for a test ROM that would work on real NES (NTSC USA) hardware. The ROM would be really simple: The entire screen is filled with the first palette entry. Pressing the A button would advance the screen to be filled with the next p...
- Fri Mar 08, 2013 4:58 am
- Forum: NESemdev
- Topic: puNES Emulator
- Replies: 767
- Views: 1221055
Re: puNES Emulator (ex Fnes)
My radeon HD card does support opengl. It seems to me puNES just simply doesn't realize it.
- Wed Feb 27, 2013 1:34 am
- Forum: NESemdev
- Topic: puNES Emulator
- Replies: 767
- Views: 1221055
Re: puNES Emulator (ex Fnes)
My apologies if this has already been covered but: When I tried punes winx64, I was limited to window mode only and software only on the rendering. Why is this? Also, I noticed there is severe lag from action-to-sound ratio. It seems like the sound plays almost a full second after the action takes p...
- Fri Jan 11, 2013 8:47 pm
- Forum: SNESdev
- Topic: YPbPr ouput mod for SNES consoles
- Replies: 187
- Views: 126104
Re: YPbPr ouput mod for SNES consoles
As it is now, I'm just going straight to my Sony LED LCD 55" with the two color signals. I turn the color saturation up to almost full blast on the TV and it looks perfect. Since my TV has a half-dozen different component and HDMI inputs, I can just leave it as a dedicated SNES component input,...
- Fri Jan 11, 2013 7:49 pm
- Forum: NES Hardware and Flash Equipment
- Topic: RGB output from composite PPU
- Replies: 143
- Views: 101835
Re: RGB output from composite PPU
From what I've been reading, this uses Nintendulator's palette settings, right? Well, a couple years back, I worked on a custom NES palette that came as close as I could possibly get it to looking like the original NTSC NES colors in games. I used both a Sony Trinitron CRT and a Sony LCD to cross re...
- Tue Nov 20, 2012 5:03 pm
- Forum: SNESdev
- Topic: YPbPr ouput mod for SNES consoles
- Replies: 187
- Views: 126104
Re: YPbPr ouput mod for SNES consoles
Since apparently only Y has internal gain, and it sounds like people are simply series terminating the output with 75 ohms, that means their Pb and Pr will have half the appropriate amplitude leading to incorrect color (not brightness which is constrained to luminance). The correct use is: output p...
- Sat Oct 15, 2011 3:56 pm
- Forum: NESemdev
- Topic: NTSC color palette emulation, with the square wave modulator
- Replies: 149
- Views: 95797
I went a totally different route and simply reviewed over 100 games on the real hardware hooked up via composite to my display. It took several hours, but I eventually got every damn color to look exactly like the real NTSC hardware (and how I always remembered it looking). I've yet to see an emulat...
- Sat Aug 27, 2011 11:26 pm
- Forum: NESdev
- Topic: Finding the exact correct aspect ratio for NTSC NES:
- Replies: 21
- Views: 18409
Update: I got so fed up, I dug out my CRT monitor from the garage, hooked the NES up to it and did the same physical measure of the graphics as I did on my LCD TV. Much to my dismay, the measurements of the onscreen graphics exactly matched the ratio of 292x240. :oops: :x Furthermore, the Wheel of F...
- Sat Aug 27, 2011 10:16 pm
- Forum: NESdev
- Topic: Finding the exact correct aspect ratio for NTSC NES:
- Replies: 21
- Views: 18409
- Sat Aug 27, 2011 9:22 pm
- Forum: NESdev
- Topic: Finding the exact correct aspect ratio for NTSC NES:
- Replies: 21
- Views: 18409
I probably should post a new reply since I've gone back and edited my previous reply about a dozen times now to add corrections and new findings. Anyway, because of my epiphany, I now know this part of the wiki article to be flat-out wrong: But as a slight optimization, you can scale first (256 * 8/...
- Sat Aug 27, 2011 8:28 pm
- Forum: NESdev
- Topic: Finding the exact correct aspect ratio for NTSC NES:
- Replies: 21
- Views: 18409
To clarify, I'm talking about the intended aspect ratio of the 256x240 active pixels. My LCD TV measurements had it at 1.215:1 (based on the 232 visible vertical res, 1.175:1 total for 256x240), which is 282x240 when you resize an emulated NES screen. Coincidentally, my TV had the SNES in exactly th...