#177874 - Dwedit - Tue Apr 16, 2013 2:35 pm
How about not correcting the palette at all? The GBA SP has a nice frontlit screen, and the second version of the GBA SP has a NDS-like screen. GBA games can also be played on a NDS, so any corrections you use there will simply backfire. Not to mention GBA emulators, which also display pristine RGB colors.
If you want to do corrections, make it an option after the game has started. Only the original GBA needs corrections, and mine is collecting dust.
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#177876 - Bregalad - Tue Apr 16, 2013 3:23 pm
I can't commen about the micro, but the SP definitely has significantly less saturated colours than the DS-Lite. I alternate between both and the difference is very noticeable. It also depends on the lightning conditions. The GBA SP screen works better in dark places, while the DS-List screen works better in light places (I think) and hurts eyes in dark places because it's way too bright.
I don't have an original DS so I can't compare.
VisualBoy has an option to simulate the "GameBoy Colors", so you can just use it to check the results. Most games looks better with this option turned on BTW.
When it comes to correction, I think it would almost be equivalent to increase the staturation of all colours.
So if you use RGB, you'd have to convert to HSL, increase S, and convert back to RGB.
Since I use HSL in my GBA projects (and only convert to RGB when I have to write the palete) this would be easier to do.
#177888 - Bregalad - Fri Apr 19, 2013 7:12 pm
It looks like a simple copy/conversion loop to me.
And I didn't ever use grit to create my graphics by the way, manual tile editing is just WAAAAY better.
You can immediately see on demoes that uses a very cheap antialiased logo they were made with girt.
#177890 - FluBBa - Sat Apr 20, 2013 4:16 pm
You can find a gamma routine (asm) in most of my emulators for both GBA and DS.
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