I have tested all the and i can say thats is not rgb accurate, at least with my model 1 hdg,
its gonna be very cool if everyone's can test it with other models from different regions
For what it's worth, the RGB values used in my emulator, BlastEm, are based on the measured voltage levels. This is probably not quite sufficient as the gamma curve defined in NTSC is a little different than sRGB (typically used in computer equipment). And of course, getting the RGB values correct isn't sufficient if your monitor is not calibrated. Might be worth a try though.
I was updating and improving some things on FFCD that's i can't discover how improve on first patch
so now i can say that's almost everything was changed,
just time attack levels was like the original because everything thats i change there broke the game
i hope you enjoy guys
http://www.romhacking.net/hacks/2087/
Samples:
http://i.imgur.com/7aKGBMS.pnghttp://i.imgur.com/Ras62GO.pnghttp://i.imgur.com/Mymzg5N.png
http://i.imgur.com/Hhb6aAu.pnghttp://i.imgur.com/2WGhpmX.pnghttp://i.imgur.com/TtiCwPC.png
http://i.imgur.com/UFoA6RY.pnghttp://i.imgur.com/RMzNJ9t.pnghttp://i.imgur.com/RMzNJ9t.png
http://i.imgur.com/h0SUkz8.pnghttp://i.imgur.com/olL7hYt.pnghttp://i.imgur.com/OspC07m.png
http://i.imgur.com/cP2db3y.pnghttp://i.imgur.com/cUZB46V.pnghttp://i.imgur.com/CJ87Ft2.png
Character select is such a giant improvement!, I'll compare the rest now :D
-Metro station: looks great, you made the wall lighter now which was the only inaccuracy with your previous hack.
-Metro: floor color is waay better, the other changes are also good
-Stage 3: the new green is way better and more accurate, so is the new purple floor.
-Stage 4: I think changing the green was a good idea and fits better overall, also the fire looks more vibrant which is nice.
-Stage 5: big improvement here, you made the city skyline more vibrant and changed the weird yellow floor from your previous hack, railing is also a lot nice, now it looks great.
-Abigail: Smoother sunrise with much more accurate colors, very nice
-Mansion outside: Very nice, lightning is definitely more balanced and accurate compared to your previous hack
-Mansion inside: Changing the grey for brown in the wall makes such a big difference here, it looks much more accurate, pretty impressive.
-Sprites: they look a lot more accurate too
Excellent job Pyron, you greatly improved and already good hack, it's impressive.
Thank you Vludi for the feedback, i dosen't take shots frome verything that's i've changed so i recomend everyone replay the game
some things i have to edit directly from artwork, redrawing the orginal tiles and works very well
New FF CD looks great! Do you keep notes on palette addresses for these games? I think it would be a good resource for people wanting to make their own custom edits down the line.
Hey, will this patch work fine if applied over the older pre-patched Pyron FF CD game I have already patched. So far it seemed fine, except running FF CD on PSP Pico emulator is Pita at 10 frames. Game must really be using that extra Sega CD processing power.
Nah, but emulating yet another CPU (and faster than the ones already there) is not helping matters. It definitely seems to be making good use of memory though (animations are definitely smoother than most beat'em-ups on 4th gen consoles).
Later i gonna do a video as usual but we can try compare with these screens..
Arcade / standard / Hack
http://img.gamefaqs.net/screens/2/b/...73_2_1_mid.jpg
https://cantogamer.files.wordpress.com/2011/11/22.gifhttp://i.imgur.com/2WGhpmX.png
http://jenesuis.net/images_site/jeux...T%20CD_022.pnghttp://i.imgur.com/NdOALcD.png
http://jenesuis.net/images_site/jeux...T%20CD_027.pnghttp://i.imgur.com/Mymzg5N.png
http://jenesuis.net/images_site/jeux...T%20CD_028.pnghttp://i.imgur.com/RMzNJ9t.png
http://jenesuis.net/images_site/jeux...T%20CD_042.pnghttp://i.imgur.com/CJ87Ft2.png
http://jenesuis.net/images_site/jeux...T%20CD_052.pnghttp://i.imgur.com/olL7hYt.png
http://jenesuis.net/images_site/jeux...T%20CD_054.pnghttp://i.imgur.com/UFoA6RY.png
http://jenesuis.net/images_site/jeux...T%20CD_056.pnghttp://i.imgur.com/OspC07m.png
It looks phenomenal IMO.
Looks even better than your first version of this hack, pyron!
I really don't understand why the palette color of this game looks so "daltony"..
exactly same problem found with the PCE Strider:
http://www.ultimaroms.com/uploads/90...uu-j-a-cd-.pnghttp://pc-engine.emuunlim.org:88/?/strider/Cd_e736.gifhttp://www.pcengine.co.uk/Images-Scr...Strider_03.gif
I always imagine that at least one of these two artists are definitely daltonic :p
Oh.. I see what the did in the original game. Black is actually lowest color of grey, instead of true black. They did some sort of gamma range compression on the palettes they were using. Interesting.
Congratulations Pyron, great work and great results. Thanks for it.
On a slightly different topic: Pyron, to me your color enhancement of Mortal Kombat II has become essential. It just delights me to see how Smoke, NeoVamp and you turned the worst version of MKII into the best.
Arcade monitors had awful gamma ramps. Something you'll notice on MAME quite often (especially Sega's games) is arcade games having lots of seemingly bright pastel colors... then black. The palettes were actually made taking into account the gamma of the monitors they used but MAME isn't emulating the proper gamma so they end up looking horribly bright.
The sad part about this is that it has misled a lot of people into thinking those broken colors are actually the original ones =/
Thank you everyone for the feedbaack :chewie:
It will work fine
I think the major problem is playing on LCD displays, i have played some well made arcades using mame and arcade panel/monitor and it looks amazing on games that i tested
I always suspected that these bright and pastel MAME colors was just inaccurate colors as the original NES palette vs NES Emulators
http://insomnia.ac/reviews/ac/cyberp...creenshot2.pnghttp://meioorc.com/wp-content/upload...ldenaxe-11.png
http://4.bp.blogspot.com/-Dqb-FrCAuP...entstorm-8.pnghttp://www.vgmuseum.com/end/arcade/b/violentstorm1.pnghttp://www.hardcoregaming101.net/vio...ntstorm-01.png
Some of the Konami games indeed have badly emulated colors, Gradius looked way to bright and it was not fixed until 2014.
Violent Storm also has inaccurate colors I think, it looks too bright compared to the PCB.
https://www.youtube.com/watch?v=-27XhdEXAyU
I know what you're saying. And this has been brought up in the mame community before, years back, with no one really caring. I don't understand the strive for accuracy when your output isn't representative of the original (by a large difference). I remember playing them in mame thinking; they didn't look anything like this in the arcades when I played them.
Yes, those examples that were just brought up are exactly what I was talking about. It gets especially jarring in some games where the gradient suddenly goes from bright gray to pure black.
Arcade pcb on crt set-up.
https://www.youtube.com/watch?v=jfCnsgwRbss
MAME captures -> Totally fucked up.
That direct capture video-> Better but still with unbalanced contrast and color tones a bit off.
This last off-screen capture-> Awesome.
Yeah you're right, i think is hard they make everything accuracy, they are focused in run everything and not optimize the games. At least you have conditions to change alot of things to fix this.
System 16 games tend to suffer from a combo of an unfortunate color bottleneck for tiles and too often trying to pull off way too many shades, so you wind up with stuff like blues in the middle of a brown palette.
When I started noticing in emulated screenshots, just how bad it is I tried the boards I had in each of my arcade cabinets. There wasn't a noticeable difference, other than each monitor is different. I remember noticing some sloppy patches of miscolored tiles in games like Final Fight and as with system 16 games, I was told that it's the problem with emulation. But when I turned on my Final Fight cabinet, it was exactly the same.
I don't doubt that arcade emulation is far from perfect, just as most emulation is. But I think that there's a lot of theories which make sense on their own and are boosted by faith that there has to be a reason why some arcade devs did the things they did. But in actuality the end result in arcades wasn't so different.
Unless you have the original arcade monitor that's been calibrated for that model arcade PCB, simply hooking it up to any arcade monitor isn't going to be accurate. If we have the calibrate charts and overlays that the arcade manufactures used, that would be awesome. But we don't. It's why MAME just let it as is for the longest time (they didn't want to deal with "interpretation" of what was right or wrong).
I have read that background on sega system 16 arcade games, are on 3bpp. ( 128 color palette )
And sprite are on 4bpp . ( 0 to 15 ) As we lost one colour on end of lines ( 15 ) + we remove transparency ( 0) , it remains 14 colours instead of 15.
I think, it is an artistic choice, because we also see this monochrome use of colours on megadrive ( sonic, super shinobi,eswat ) and also washed colours sega system 18. ( we see this color choice on laser ghost and alien storm )
Less colours on buildings :
http://www.hardcoregaming101.net/shi...are-arcade.pnghttp://www.hardcoregaming101.net/shi.../shinobi-3.png
http://www.1up-games.com/md/eswat/eswat04.gifhttp://www.1up-games.com/md/revengeo...fshinobi30.gifhttps://encrypted-tbn1.gstatic.com/i...eX0GqWLrT9Exzw
http://3.bp.blogspot.com/-K4KYxd4h1G.../s400/lg20.pnghttp://www.hardcoregaming101.net/las...serghost-8.pnghttp://www.arcade-museum.com/images/...8124162951.png
I haven't any problem with pastel colors, i think they did a great work using it on several titles..
like we said before, these games are aimed to runs on arcade monitor+panel on RGB CRT 15 khz and looks greats on that setup
one of my favorites is golden axe for example:
https://www.youtube.com/watch?v=L3AZ56kR49Q
Hi, i'm busy these days so i did a longplay with a new version of Final Fight CD. You still can watch the old video to compare the changes against the original and the previous version of the patch.
https://www.youtube.com/watch?v=MunW5gKmvg0&feature=gp-n-y&google_comment_id=z12icjpq5y2ntvzu122wwl5gkwasjl 12 g
Really nice, I still wonder if the combo speed is fixable :(
Unfortunately i'm almost certain that is due to real technical limits about the animation speed. This game is really close to the limit of what the Megadrive VDP can handle in term of sprite animation (many big sprites animated at same time) so i guess they had to somehow delay / reduce speed of certain fast paced animation as repetitive guy punch (i won't be surprised that each main character animation patterns are refreshed at 30 FPS or even 20 FPS to keep everything inside the DMA bandwidth capabilities).
Thank you man by always suport me :ok:
Thanks to share, but one question, this problem, This problem was not to be softened in 1 player mode?
in 2P increase the flicker in some times but this specific problem changes nothing in any way
You're very welcome! :D