Post subject: GBA encode pallet option
Fortranm
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When I was trying to watch [3465] GBA Donkey Kong Country "101%" by Avanor_ in 1:25:57.64 some time ago, I felt it looked so light that it hurts the experience. GBA games are known for having light pallets in general since the original model doesn't have backlit. There are options to change the pallet of GBA games in newer Bizhawk versions. Would it be better if non-default options are used so that the encode resembles what's shown on an actual GBA a little more? Here are some examples. Vivid: Bizhawk GBA: Vivid: Bizhawk GBA: Vivid is not a bad choice for all games though. For example, Castlevania: Circle of the Moon was known for not adjusting to the lack of backlit and therefore looking too dark on the original GBA models.
Sonia
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Fortranm wrote:
Vivid is not a bad choice for all games though. For example, Castlevania: Circle of the Moon was known for not adjusting to the lack of backlit and therefore looking too dark on the original GBA models.
And that's precisely why I think we need another palette option. What BizHawk GBA does is changing the gamma from 1.00 to 1.50. I think an extra option that'd change it to 1.25 would be nice. Here's how the game look on the different modes: Gamma = 1.00 (Vivid) Gamma = 1.25 (achieved through a shader) Gamma = 1.50 (BizHawk GBA) I personally think 1.25 is the sweet spot at least for this game in question. Maybe call the palette "BizHawk GBA (g=1.25)" or something like that.
EZGames69
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I was in favor of switching to BizHawk GBA but I realized it made DKC2 wayyyyyy too dark to see any gameplay. I haven’t seen the mid point that sonia posted for dkc2 in question, but a mid point may not be a bad idea to try out.
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<feos>      yeah okay. this question appears in different forms every once in a while. it takes looking at actual gba to tell how accurate the pallete is
<EZGames69> I mean looking at dkc2 specifically (not the title screen but actual movie), Bizhawk GBA pallet is super dark
<feos>      super dark is subjective
<EZGames69> With vivid it makes it at least watchable without increasing the brightness
<EZGames69> Maybe im just so used to vivid
<EZGames69> Also how do we get a screenshot of gba?  The only method I can think of is on a game cube with the game boy player
<feos>      screenshot of internal gba image won't help
<feos>      you have to actually look at the thing
<feos>      and then we're entring the grey area
<EZGames69> Right
<feos>      like lack of crt artifacts in encodes that are supposed to represent the authentic TV look
<feos>      (we force 4:3 after all)
<feos>      lack of those artifacts leads to n64 looking like shit at native res
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Fortranm
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Isn't this more similar to the case of GBC? For example, the two currently published SMBDX movies use different pallet options. [2452] GBC Super Mario Bros. Deluxe "You vs. Boo" by got4n & negative seven in 04:54.24 [2810] GBC Super Mario Bros. Deluxe "warps" by negative seven in 04:55.99
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You're comparing Apples to Oranges there. VBA's colours were actually screwed around with in the past. There was an old Pokemon movie that was published with the more vivid option compared to the standard default VBA. The screenshot also used the vivid and was later changed to VBA's default pallet.
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