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Second set of NES Palettes.
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Palettes/Kizul/Kizul's Definitive NTSC NES Master Palette (canonical off-blacks).pal
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Palettes/Kizul/Kizul's Definitive NTSC NES Master Palette (pure blacks).pal
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Palettes/Kizul/Kizul's Definitive NTSC NES Master Palette - for Bee 52 and The Immortal.pal
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... Definitive NTSC NES Master Palette - for The Immortal (with Color Emphasis disabled).pal
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...ul/Old/Kizul's Definitive NES Palette - for The Immortal with Color Emphasis disabled.pal
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Just in case it isn't obvious how these palette files are meant to be used: | ||
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* 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. | ||
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(Sadly, the Linux versions of NEStopia "Undead Edition" don't seem to have an | ||
option for choosing a custom palette file.) | ||
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* 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. | ||
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* 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. |
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Just in case it isn't obvious how these palette files are meant to be used: | ||
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* 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. | ||
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* 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. | ||
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* 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. | ||
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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. | ||
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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. | ||
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--- | ||
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https://procyon.com/~kizul/nes_files/screenshot_gallery/ |
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Palettes/NakedArthur (Wavebeam)/Composite Direct (Sony Style - No Rounding).pal
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