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Author Topic: NES Palette Design  (Read 1 times)
Dr. Floppy
Guest
« on: December 22, 2010, 06:03:09 am »

The NES had a palette of 64 colors. Someone, at some point in time, had to make the final call as to what these colors would be. (Given the end result, I suspect it was actually a committee.) Am I alone in wondering why this thing wasn't used for inspiration:

Bregalad
Guest
« Reply #1 on: December 22, 2010, 10:09:06 am »

Huh
The NES has 12 hues and 4 luminosity possibles. A hue of 0 is grayscale, and a hue of 13, 14 or 15 is black.
That's why there is only 53 colors as opposed to the theorical 64.
snarfblam
Guest
« Reply #2 on: December 22, 2010, 07:01:44 pm »

The NES color palette is very frustratingly limited, and I really can't imagine that it would have been that difficult to have more colors. Why not at least something like 4-bit hue, 3-bit luminosity, and 1-bit saturation? They threw away two bits, and a dozen of the remaining 64 colors.

When the NES first came out, though, I'm sure it seemed like they had more than plenty of colors.
Bregalad
Guest
« Reply #3 on: December 23, 2010, 12:22:44 pm »

Most computers at the time had 16 colors or so.

1 bit saturation is pretty much equivalent to reserving a particular hue for grayscale...

The did it because I think the color generation is done by a 12-stage john-son counter or something in the like. Therefore, the 12 hues available. They would have to clock the PPU faster, or decrease the resolution, to get more hues, and it was probably damn fast already for its time.
snarfblam
Guest
« Reply #4 on: December 23, 2010, 07:22:42 pm »

Quote from: Bregalad on December 23, 2010, 12:22:44 pm
1 bit saturation is pretty much equivalent to reserving a particular hue for grayscale...
Um... 1 bit saturation means two saturation values. It doesn't mean they have to be 100% and 0%. Since there is a hue value already reserved for gray colors, you can have 100% and 50%.

Quote from: Bregalad on December 23, 2010, 12:22:44 pm
The did it because I think the color generation is done by a 12-stage john-son counter or something in the like. Therefore, the 12 hues available. They would have to clock the PPU faster, or decrease the resolution, to get more hues, and it was probably damn fast already for its time.
I know nothing about the hardware used to generate colors. Would it be unreasonable to use a different component that can calculate more hues? It doesn't really matter anyways. The number of hues was really a pretty minor point. What I was driving at was that I can't see how it could be that impractical to have more color options in general, especially since this is one of the few things a cartridge can't address with custom hardware.

It's all pretty moot anyways. We can't go back and change it, and we all know it was pretty spiffy for its time.
Bregalad
Guest
« Reply #5 on: December 25, 2010, 07:00:18 am »

Quote
It's all pretty moot anyways. We can't go back and change it, and we all know it was pretty spiffy for its time.
Effectively, we can't ! So this thread is pointless anyways.

Just to say I like the NES palette and I like how graphics in game are saturated. It makes them looks lively and colorful.
Celice
Guest
« Reply #6 on: December 26, 2010, 02:51:23 am »

I like more how the green in Super Mario Bros. 3 is the same green used in Final Fantasy and Dragon Quest and Ninja Turtles Wink (well, there's different shades of green, but you know what I mean!)  I always thought that was the niftiest thing ever...
Dr. Floppy
Guest
« Reply #7 on: December 26, 2010, 04:14:33 pm »

I like how the closest thing to "yellow" makes me hungry for Kraftâ„¢ Macaroni & Cheese.


Quote
They did it because I think the color generation is done by a 12-stage john-son counter or something in the like.

Is that related to the infamous "Yipper" signal output?
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