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NES Palette Set MiSTer-devel#2
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Second set of NES Palettes.
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ZReport authored Apr 15, 2020
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38 changes: 38 additions & 0 deletions Palettes/Kizul/Old/ReadMe.txt
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Just in case it isn't obvious how these palette files are meant to be used:

* Kizul's Definitive NES Palette.pal
For use with most games.
If your emulator of choice is NEStopia (either the original, or the
"Undead Edition"), and you're attempting to play The Immortal, increase the
Brightness setting (Options > Video... > Brightness slider) to 0.31. Elsewise,
the game will be much too dark.

(Sadly, the Linux versions of NEStopia "Undead Edition" don't seem to have an
option for choosing a custom palette file.)

* Kizul's Definitive NES Palette - for Bee 52.pal
For use primarily with Bee 52 (and other Camerica/Codemasters games).
This palette changes the brightness of a specific palette index ($1D) to be
a little brighter than indices $xE and $xF, emulating the canon effect that Bee
52 exploits and allowing various background details in the game to show up
correctly.
The canon brightness for all blacks (except $0D) is slightly-lighter-than-
pure-black (this palette uses RGB 20,20,20 for it); however, $0D is DARKER than
all of the other blacks, so when a CRT screen is filled with $0D, the CRT TV
will generally attempt to brighten the screen until the abundance of $0D matches
the brightness that the other blacks are normally, thus changing $0D from RGB
0,0,0 to RGB 20,20,20.
This has an exploited side-effect of ALSO brightening the other blacks to a
shade of charcoal gray, though this trick is exploited exclusively (to the best
of my knowledge) by Bee 52 and The Immortal (The Immortal's title screen, that
is), and no other games.

* Kizul's Definitive NES Palette - for The Immortal with Color Emphasis disabled.pal
For use exclusively with The Immortal, combined with the following Game Genie
codes:
GEOATSKV -- Color Emphasis (C.E.) disabled at Title screen, and
during narration.
GPOEGSKN -- C.E. disabled in battles.
GPVEASKN -- C.E. disabled on Items menu, password screen, and
conversations.
GOUEYNKN -- C.E. disabled while walking around.
57 changes: 57 additions & 0 deletions Palettes/Kizul/ReadMe.txt
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Just in case it isn't obvious how these palette files are meant to be used:

* Kizul's Definitive NTSC NES Master Palette (canonical off-blacks).pal
* Kizul's Definitive NTSC NES Master Palette (pure blacks).pal
For use with most games.
If black seems to be washed out when using the "canonical off-blacks"
version of this palette, use the "pure blacks" version.

* Kizul's Definitive NTSC NES Master Palette - for Bee 52 and The Immortal.pal
For use primarily with Bee 52 (and other Camerica/Codemasters games).
This palette changes the brightness of the palette indices $1D, $xE, and $xF,
emulating the effect that Bee 52 exploits and allowing various background details
in the game to show up correctly.
The canon brightness for all blacks (except $0D) is slightly-lighter-than-
pure-black (this palette uses RGB 16,16,16 for it). Bee 52 uses $0D -- which is
effectively pure black -- for the outlines of sprites and for the main background
color in night-time levels.
On a CRT television, if most of the screen is filled with the $0D black, the TV
will usually try to brighten the screen until $0D is off-black. This brightening
causes the other colors -- the other off-blacks, in particular -- to become brighter
than normal, resulting in an extra shade of gray.
This trick is exploited by Bee 52 and especially The Immortal. There may be
other NES games that use this trick, but I don't know of any others.

* Kizul's Definitive NTSC NES Master Palette - for The Immortal (with Color Emphasis disabled).pal
For use exclusively with The Immortal, combined with the following Game Genie
codes:
GEOATSKV -- Color Emphasis (C.E.) disabled at Title screen, and
during narration.
GPOEGSKN -- C.E. disabled in battles.
GPVEASKN -- C.E. disabled on Items menu, password screen, and
conversations.
GOUEYNKN -- C.E. disabled while walking around.

The Immortal uses a feature of the NES hardware called "Color Emphasis", which
can be used to tint most of the palette -- specifically the range of $x0 to $xD,
which includes the Whites, all of the colors, and the first column of blacks --
by dimming out unwanted shades. (If you set the Red C.E. bit to On, and the others
to be Off, the NES would output less Green and Blue in its video signal, making
the palette appear to be tinted red.)
The Immortal, however, sets all three Color Emphasis bits to On, making the
52 affected colors dimmer than usual.
In addition, it also uses $0D (the darkest black) for the background color
everywhere, and it appears on the screen in large amounts -- which, on a CRT TV's
screen, makes $xE and $xF appear much brighter than usual.
$1D (which is usually the same brightness as $xE and $xF) is affected by this
trick as well, but since it's also being affected by the Color Emphasis, it's
only very slightly brighter than normal.

You can also use the "~ for Bee 52" palette with The Immortal if your emulator
has settings for controlling the brightness. I use NEStopia, and have found that
increasing the brightness to 0.12 while using the "~ for Bee 52" palette is
very close to reality.

---

https://procyon.com/~kizul/nes_files/screenshot_gallery/
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