Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

GBA Oversaturation problem #1042

Closed
Sonia-7 opened this issue Oct 29, 2017 · 7 comments

Comments

Projects
None yet
4 participants
@Sonia-7
Copy link

commented Oct 29, 2017

We should all know that while GBA games look normal on real hardware, they look terrible on a regular computer monitor, and the reason is that their default colors are usually insanely saturated and bright, which were made that way to compensate for the system's dark screen.

http://emulation.gametechwiki.com/index.php/Game_Boy_Advance_emulators#Oversaturation This page explains things better than I can. Most GBA emulators offer a solution to this issue, including mGBA with its Gamma and Desaturation meters.

Shaders can correct the issue, but they don't reflect in the dumped .avi file, so you can't really share videos. I was wondering if it could be made possible to translate those shader effects in the .avi?

Not necessarily saying shaders need to be the solution, but at least have an option to change to regular Gameboy Colors, or Gamma/Desaturation sliders... I dunno, there should be many ways around that.

@vadosnaprimer

This comment has been minimized.

Copy link
Contributor

commented Oct 29, 2017

Dunno if it's applicable to gba, but regarding gbc, vba resolves this by providing a palette that accounts for final display aspects and shows the colors that are closer to the real ones on the gbc. Probably if this whole problem gets solved someday, it might be solved for both gbc and gba.

http://tasvideos.org/forum/viewtopic.php?p=455976#455976

@zeromus

This comment has been minimized.

Copy link
Contributor

commented Oct 30, 2017

We should implement it with palette files and copy the palettes from VBA, nocash, etc. We have something similar for snes, albeit hardcoded, and that's a similar gamut (15bit, right?)

@Sonia-7

This comment has been minimized.

@nattthebear

This comment has been minimized.

Copy link
Contributor

commented Oct 30, 2017

I'm familiar with this issue. I held off on doing anything about it for a while because our cores were in flux, but that's no longer blocking.

Any more opinions on hardcoded presets (GBC, SNES) vs palette files?

@Sonia-7

This comment has been minimized.

Copy link
Author

commented Oct 31, 2017

I'm not sure whether to suggest hardcoded presets or palette files, but take a look at those comparison pics:

castlevania - harmony of dissonance usa 2017-10-31 01 44 37 castlevania - harmony of dissonance usa 2017-10-31 01 46 44
castlevania - harmony of dissonance usa 2017-10-31 01 50 22 castlevania - harmony of dissonance usa 2017-10-31 01 50 41

Top Left = Default Colors
Top Right = GBA LCD Dynamics replicated
Bottom Left = Default Colors, Gamma + 50% (Gamma = 1.5)
Bottom Right = Default Colors, Gamma + 50%, Saturation - 25% (G=1.5 | sat=0.75)

I personally think Bottom Left looks the best out of the bunch, as it keeps colorful but with a much better gamma ramp. Top Right desaturates too much, and Bottom Right's added desaturation may not really be necessary.

Either way, having all of those as options would certainly be welcome. What would be the best way to replicate those looks? through hardcoded presets or palette files?

By the way, below are some more comparison pics if anyone is interested (pattern is the same as before):

contra advance - the alien wars ex usa 2017-10-31 01 57 59 contra advance - the alien wars ex usa 2017-10-31 01 58 12
contra advance - the alien wars ex usa 2017-10-31 01 58 20 contra advance - the alien wars ex usa 2017-10-31 01 58 27

final fantasy v advance usa 2017-10-31 01 56 07 final fantasy v advance usa 2017-10-31 01 56 36
final fantasy v advance usa 2017-10-31 01 56 46 final fantasy v advance usa 2017-10-31 01 56 53

@zeromus

This comment has been minimized.

Copy link
Contributor

commented Oct 31, 2017

the vomit looking defaults should stay the defaults. Out of the box we should be tuned for debugging. Gamers can hack their palettes. It should be an external palette file, unless that's a nuisance, so once it's done we can easily commit new ones instead of arguing with people.

@Sonia-7

This comment has been minimized.

Copy link
Author

commented Oct 31, 2017

I know that the ugly looking defaults should stay the defaults, but I think we should have something like that Game Boy Color Palette Config. Presets such as "Increased Gamma", "GBA LCD Dynamics", etc. It would be perfect.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
You can’t perform that action at this time.