Go for it.
I'll need to get back to you on the emphasis bits, because I haven't fully explored that yet.
The Quest for the Perfect Palette Generator
Moderator: Moderators
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
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
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:
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.
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.
Re: The Quest for the Perfect Palette Generator
Hey all, I'm dropping in because my palette generator is now on GitHub.
I'll keep the version on my website current, but now there's a GitHub project page. As part of publishing it, I've cleaned up the source code, removed some redundant code, fixed variable names, and attempted to DRY some of the WET stuff (which there was lots of). Overall, I really hope this makes things easier for everyone who was interested in using or incorporating palgen.
Alright! Going to add a link to the project page to the first post of this thread.
I'll keep the version on my website current, but now there's a GitHub project page. As part of publishing it, I've cleaned up the source code, removed some redundant code, fixed variable names, and attempted to DRY some of the WET stuff (which there was lots of). Overall, I really hope this makes things easier for everyone who was interested in using or incorporating palgen.
Alright! Going to add a link to the project page to the first post of this thread.
Re: The Quest for the Perfect Palette Generator
I've finally added the luminance hue-shift effect that the 2C02E and G have, and with it, I've updated the default palette the generator starts off with, so now the default palette finally is the actual exact palette I use in all of my development.
Based on what the palette looks like, and what my TV shows me on my physical NES, I'm pretty sure I have a 2C02G, though my TV might be fooling me.
I've also added a setting to hue-shift columns 2, 6, and A, I don't know if the rev.G PPU does it, but it's documented for the rev.E, so there it is.
This entire time, I've assumed the PPU will generate similar colors regardless of revision, but if it turns out that the different revisions (e.g., A, E, and G) generate noticeably different palettes, I'll add some presets for each revision. I only have one NES, so this'll depend on others chiming in.
Edit: I've also collapsed the "range" section of the tweaks, because those really aren't variables and don't need to be adjusted, but I'm afraid of who might've been depending on them so I didn't remove them entirely.
Based on what the palette looks like, and what my TV shows me on my physical NES, I'm pretty sure I have a 2C02G, though my TV might be fooling me.
I've also added a setting to hue-shift columns 2, 6, and A, I don't know if the rev.G PPU does it, but it's documented for the rev.E, so there it is.
This entire time, I've assumed the PPU will generate similar colors regardless of revision, but if it turns out that the different revisions (e.g., A, E, and G) generate noticeably different palettes, I'll add some presets for each revision. I only have one NES, so this'll depend on others chiming in.
Edit: I've also collapsed the "range" section of the tweaks, because those really aren't variables and don't need to be adjusted, but I'm afraid of who might've been depending on them so I didn't remove them entirely.
Re: The Quest for the Perfect Palette Generator
Will you let us know when the copy on wootest.net is updated with the new toggles? (or if you have a different preferred host)
Re: The Quest for the Perfect Palette Generator
In general, whenever I make an update post in here, I'll already have updated the live copy on wootest, so you may need to do a shift-refresh if you're still seeing the old version. I'll keep that version up-to-date as long as I have access to that domain, but if anything ever happens, the source code will always be available at my GitHub.