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Posted: Thu Aug 18, 2011 6:59 am
by tepples
DaddyLongLegs wrote:I actually really like the different pallet. Only instance in where it was bizarre was in Super Mario Bros 2 (USA), the snow world (world 4) was purple instead of blue. But if you look on the back of the box for the game, it shows up purple so meh!
I seem to remember that box screenshots were taken with the same sort of modded NES that was made available to the video gaming press, and according to
EGM or one of the other such magazines at the time, this had RGB output.
Posted: Sun Aug 21, 2011 10:22 pm
by AWal
...modded NES that was made available to the video gaming press...this had RGB output.
One of the the darker colors (a brown), went to black?
I remember a comment being made about this on some website about the RGB outputs used on those systems to get screencaps...but I definitely could not source the page at this point; it's been years.
Totally Rad was noted for having that particular color missing from one of it's screencaps on the box...Bootgod's database does not have the boxart for the american version of this game (and a google image search only shows the front), so I cannot confirm of deny that claim.
Posted: Mon Aug 22, 2011 1:33 am
by ccovell
AWal wrote:One of the the darker colors (a brown), went to black?
You're mixing two points of difference into one. Here, you can use the following picture for reference and refer to it if the topic comes up elsewhere. I captured these from composite and RGB PPUs, using Loopy's (?) palette program.
As you can see, greys in the $xD range are famously missing, making games like Totally Rad and some others show black instead of a bright grey. All colours are overall too bright in the deep tones, and not desaturated enough in the pale tones compared to a composite PPU. A few individual colours are also curiously different, like $24, $16, and the whole $xB range.
Posted: Mon Aug 22, 2011 5:35 am
by tokumaru
ccovell wrote:I captured these from composite and RGB PPUs, using Loopy's (?) palette program.
You should use
Blargg's program, which includes all color emphasis variations... Does anyone know if the emphasis bits work correctly on the RGB PPU?
Posted: Mon Aug 22, 2011 6:06 am
by tepples
On the RGB PPU, the tint bits force a particular component to 100% brightness instead of slightly darkening the other two components. Just Breed and
a few other games will show a white screen on a Famicom Titler or any other FC or NES with an RGB PPU.
Posted: Mon Aug 22, 2011 6:49 am
by tokumaru
That should make the output of Blargg's program very interesting!
Posted: Mon Aug 22, 2011 7:47 am
by ccovell
Of course, I've tried Blargg's program, but it's not as useful for giving an instant understanding of the PPU differences as Loopy's prog is. (ie: nothing substantial can be appreciated when spot checking 2 totally stripey pics with 100s of colours each.)
Posted: Sun Nov 06, 2011 2:12 am
by Eugene.S
Posted: Sun Jan 15, 2012 1:10 pm
by FARID
Is there any new mod for composite video and audio outputs? I googled and found these :
NES RGB mod
Stereo sound output
Posted: Sat Jan 28, 2012 12:09 pm
by RGB_Gamer
DaddyLongLegs wrote:To be fair, I recently got my AV Famicom RGB modded, and it looks 20x better on my plasma than when using composite. It's using s-video (240p works fine over s-video) but the picture is so much better it's ridiculous.
I actually really like the different pallet. Only instance in where it was bizarre was in Super Mario Bros 2 (USA), the snow world (world 4) was purple instead of blue. But if you look on the back of the box for the game, it shows up purple so meh!
Why would you use s-video on your plasma? Kinda defeats the purpose of having RGB, but that's my opinion. you could use a SCART RGB to component adapter. Works beautifully for me. See my post here at GamesX:
http://nfggames.com/forum2/index.php?topic=3580.0
Posted: Sat Jan 28, 2012 12:26 pm
by tepples
RGB_Gamer wrote:Why would you use s-video on your plasma?
Upscaler that can handle 240p S-Video but not 240p component, perhaps?