Palettes
Posted: Mon Dec 15, 2014 5:22 pm
Arne's palette is so random. Even if your using a ROM palette, at least give all hues an equal amount of equally placed shades, and pick the colors from a low res RGB palette.

Wouldn't you call that an SMS game? I mean, modulo the bits about how the NES has eight three-color palettes and the SMS has two fifteen-color palettes, and the SMS can't do split screen...DragonDePlatino wrote:would it be possible to make an NES ROM using EGA colors? I know NES hardware can't generate RGB colors, but in theory could one create an emulator palette file and get games to run in EGA?
That depends on what kind of filtering your video encoder uses. Most TMS9918 descendants (NES PPU, SMS VDP, S-PPU, MD VDP) use a really shortcutty 1980s design, but something that outputs YUV and applies the correct low-pass filter to UV channels before combining them with Y will make the checkerboards blend properly.lidnariq wrote:and his stated intention to rely on halftoning makes it collide badly with PAL and NTSC.

Ah, what a shame...I've always wondered how gaming would have been different if we had gotten graphics like these on older systems. But it turns out, it would've only been possible on older PCs. Regardless, thanks for the insight. It makes a lot more sense to me now why older games had the palettes they did.lidnariq wrote:The Dawnbringer 16 palette is ... more-or-less completely divorced from the constraints of what made the market move in the way it did.
Very very nice. This is actual oldschool pixel work that any classic console enthusiast can appreciate.DragonDePlatino wrote:Heh, and we all know what Pokemon would've looked like on the Commodore 64!
DEM DOUBLE-WIDE PIXELS
Not true. Arne statistically sampled MANY images from random interenet sources, and used the results to calculate a 64-colour palette. http://androidarts.com/palette/PaletteUnwrap256rnd.pngpsycopathicteen wrote:Arne's palette is so random. Even if your using a ROM palette, at least give all hues an equal amount of equally placed shades, and pick the colors from a low res RGB palette.
Ew! Not THIS mess again! Why is this palette so over-used?! The colour selection is just nasty. :X I don't think I've seen too much art from it, that isn't horrible muddied.DragonDePlatino wrote:On the other hand, if you look at analog palettes like the famous Dawnbringer 16, you'll see that hand-picking your colors makes a huge difference. Both EGA and DB16 have 16 colors to work with, but the latter looks waaay better!
Did you even LOOK?!DragonDePlatino wrote:But with that being said, I do think arne could have organized his palette a lot better. I've attempted to organize it into a nice grid at least a million times and I've always failed.
Thank you so much! Even if I didn't get the aspect ratio right, I'm still proud of how much detail I was able to cram into the 12x21 resolution.Drag wrote:Very very nice. This is actual oldschool pixel work that any classic console enthusiast can appreciate.
Well, if he statistically sampled a ton of images and was able to generate a nice series of 4-color ramps, it isn't so random, is it?Alp wrote:Not true. Arne statistically sampled MANY images from random interenet sources, and used the results to calculate a 64-colour palette. http://androidarts.com/palette/PaletteUnwrap256rnd.png
Weeell...it all depends on how you use the palette. Most people over on PixelJoint like to push palettes to the extreme, and while their work is amazing it can lack clarity sometimes. Here is a good example of something a little more clean. Unlike most 16-color palettes, you can plop down huge flat areas of green and it'll be pretty easy on the eyes.Alp wrote:Ew! Not THIS mess again! Why is this palette so over-used?! The colour selection is just nasty. :X I don't think I've seen too much art from it, that isn't horrible muddied.
No waaay!Alp wrote:Did you even LOOK?!http://androidarts.com/palette/64PalV8Ordered.gif
The PPUs are not TMS9918 descendants o.O (you could argue about tilemaps and sprites, but that stuff was inherited from arcades in general really) Also the TMS9918-based chips were RGB-based internally (which means its ugly palette makes even less sense since there wasn't any real restriction it seems).tepples wrote:That depends on what kind of filtering your video encoder uses. Most TMS9918 descendants (NES PPU, SMS VDP, S-PPU, MD VDP) use a really shortcutty 1980s design, but something that outputs YUV and applies the correct low-pass filter to UV channels before combining them with Y will make the checkerboards blend properly.
This page shows a couple of interesting 8-bit palettes (RRGGBBSS and RRGGBBII).Sik wrote:one thing that annoyed me was when trying to cram non-paletted RGB into 8-bit, it was usually 3 bits for red and green and only 2 for blue... which leaves blue with very few shades in comparison (the steps are still too big to not matter), not to mention making it impossible to make a convincing gray. I was messing around and making red and blue share the LSB would have been a much better idea (I should make an image of that palette again, the one I have is in the old Win98 machine). I wonder why nobody came up with it back then.
I remember reading that the EGA palette couldn't be changed in the 320x200-pixel mode (EDIT: The wikipedia page says this), which was the most common for games.And yeah, CGA palette =P Which everybody calls EGA because nearly nobody bothered to change it from the default (although apparently there were some cheap clones that had it fixed to that, which may explain the issue...).
True in that they were implementations from scratch of the same concept. But see 6502freak's post about the ColecoVision port of Donkey Kong being the Famicom's inspiration.Sik wrote:The PPUs are not TMS9918 descendants
I think the 200-line EGA modes were in some sense fixed to the CGA palette because they were intended for compatibility with CGA monitors. Wikipedia states without citation: "The extended [64] color palette cannot be used in 200-line modes." Apparently game graphics weren't quite as high a high priority for International Business Machines as high-resolution business graphics.And yeah, CGA palette =P Which everybody calls EGA because nearly nobody bothered to change it from the default (although apparently there were some cheap clones that had it fixed to that, which may explain the issue...).
That seems to talk about the idea of a console in general though, not the hardware design in itself. Remember that the Donkey Kong arcade itself was based on tilemaps and sprites (it just lacked scrolling), and it certainly wasn't the first arcade to have that either, so it's not like Nintendo took the idea from the Colecovision.tepples wrote:True in that they were implementations from scratch of the same concept. But see 6502freak's post about the ColecoVision port of Donkey Kong being the Famicom's inspiration.
But was there a tilemaps and sprites picture generator on a single chip with greater than 160 pixels across before the TMS9918? The TMS9918 proved that full LDTV-resolution tilemaps and sprites, as opposed to a dumb frame buffer like an Apple II or CGA or a chunky 160x96 tile plane like Odyssey 2 or INTV, could be done in a console. Notice how chunky Mario is in every pre-NES home Mario game other than Donkey Kong for ColecoVision:Sik wrote:That seems to talk about the idea of a console in general though, not the hardware design in itself. Remember that the Donkey Kong arcade itself was based on tilemaps and sprites (it just lacked scrolling), and it certainly wasn't the first arcade to have that either, so it's not like Nintendo took the idea from the Colecovision.
May as well say that every system using tilemaps and sprites is a TMS9918 derivative.