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nitchibutsu/shettle.cpp - Change shettle palette PROM decode to match wiping #12418

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merged 2 commits into from
May 29, 2024

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mamehaze
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this doesn't match the reference shots provided, but it's very easy to incorrectly hook up r/g/b on a PCB anyway.

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mamehaze commented May 29, 2024

With the changes it looks like this

The fire effect on the shuttle is red/yellow (logical colours)
The handle of the axe is brown, the blade is grey (logical colours)
The torchlight is yellow (again a more logical colour)
Skin of character is a shade of pink
You can much more easily read the numbers on the flags when you collect the items
Corridors are a blue/grey colour, which fits the 'space' theme.

0004 0006

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The existing PROM decode gives the following, where none of those colour choices seem logical
0000 0001

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mamehaze commented May 29, 2024

while neither match the PCB output shown at https://www.mameworld.info/ubbthreads/showflat.php?Cat=&Number=398233 I strongly suspect it's just hooked up incorrectly there. (R and G are swapped, and I'm not sure there's any Blue output on those PCB shots at all, strongly suggesting the adapter isn't correct)

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mamehaze commented May 29, 2024

alternatively just using the wiping decode looks a lot better too, giving a more realistic skin tone. given how close the rest of the driver is to wiping I'm be inclined to use that. The wheels on the enemies have a metallic grey look this way too, which again seems more correct. The 'axe' graphics end up more blue, but that's a realistic enough design choice.

0002 0004

@rb6502 rb6502 changed the title Update shettle.cpp - change palette PROM decode nitchibutsu/shettle.cpp - Change shettle palette PROM decode to match wiping May 29, 2024
@rb6502 rb6502 merged commit 5edb42b into mamedev:master May 29, 2024
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2 participants