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Hidden Palace Zone
Filesize 4.42 MB
Submitter The Observer
Format ZIP
Hits 20,260
Comments 9

Hidden Palace Zone
Zip Contents[6]
  • Read_Me.txt
  • S&K_HPZ_BG.png
  • S&K_HPZ_FG_G.png
  • S&K_HPZ_FG_P.png
  • S&K_HPZ_OBJ.png
  • S&K_HPZ_TIL_128.png
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Jul 17, 2018, 11:08 AM
I'll have to hassle GerbilSoft later on then.

The Genesis/Mega Drive colors are kind of hard to 100% define, because the consoles were designed with TV broadcast technology at the time. (There's a reason NTSC is known as "Never The Same Color"!) The VDP of the console has a two-byte palette [0B GR] in which the lower nybble of the first byte is the Blue component, the upper nybble of the second byte is the Green component, and the lower nybble of the second byte is the Red component. However, instead of being a nice #0 to #F scale, it goes in multiples of #2: #0, #2, #4, #6, #8, #A, #C, and #E. (Note that the # here means hex value.) Therefore, the contention is with how to interpret these into RGB values.

I should also point out the Shadow and Highlight modes of the VDP here real quick: these alter the palette values. Shadow divides the value by #2. This effectively gives Shadow the set: #0, #1, #2, #3, #4, #5, #6, and #7. Highlight divides the value by #2 then adds #8. This effectively gives Highlight the set: #8, #9, #A, #B, #C, #D, #E, and #F. I mention these because you'll need to keep them in mind when generating colors.

The two common methods for generating a palette both are adapted from PC conversions of Genesis/Mega Drive games. The way used by Gens and Sonic CD (the original PC port) simply multiplied each value by #10. This gave the component values: 0, 32, 64, 96, 128, 160, 192, and 224. It works, but things look unusually dark. The way used by newer emulators and Sonic & Knuckles Collection simply multiplied each value by #11. This gave the component values: 0, 34, 68, 102, 136, 170, 204, and 238. This seems to work a lot better, with better brightness values. Both these methods will properly work with the Shadow and Highlight modes, as there is no potential for overflow: Highlight #F becomes 248 in the Gens/SCD method and 255 in the S&KC method.

There has been some research into probing the VDP and how it generates the color signal sent to the TV, and translating the values into a normal RGB color space. The values that were gotten with this method were... interesting, due to the nature of going from digital to analog and back to digital again. No real logical ramps. I think this is what the mode you're using in Gens/GS comes from. Personally, I'm leery of the data, because the guy that did the research has some weird beliefs and biases... he once yelled at an emulator author because his audio emulation implementation did not 1:1 match his custom, personally modified Mega Drive's audio hardware that nobody else in the world had and was thus inaccurate. You would need to sit down with several of each model of Genesis and Mega Drive and do all the probing on each and every one, then find averages for everything to get the most possible accurate table of colors... but IMHO I find that to be a lot of hard work when the S&KC method is quicker and easier.
Jul 17, 2018, 9:17 AM
To be fair, I don't use the PC release - if I could/did, it'd go under that console/system heading.

I use the Gens GS Raw setting for the colors, but as to how accurate are relative to the Genesis, it's easier for me to throw my hands up and state that that's beyond me. The deeper technical aspects of it all elude me; there are two other options that are just as likely to be color-accurate to the Genesis, but at this stage I'm just sticking to what I know.
Jul 16, 2018, 10:55 PM
So uh... how were these colors generated? This isn't how I normally see them done, and it doesn't match the official PC release. I really want to know exactly what the algorithm is, and how accurate it is to the VDP on the SEGA Genesis and Mega Drive, because if this really is the correct way I'd like to be able to adjust palettes in any projects that use this color space.
Apr 5, 2018, 11:10 AM
Later, perhaps. Though it is more possible to do it with zone because there's minimal animations, I don't want to keep focusing on Hidden Palace because it detracts from time spent on other aspects of the games.
Apr 5, 2018, 4:18 AM
I think this archive could use the 128x128 blocks as well. ;)
Mar 25, 2018, 8:26 AM
At it turns out, neither Skylights or myself got everything.

Stay tuned, folks.
Feb 20, 2018, 7:45 AM
I've got a backup of it, at least.
Feb 20, 2018, 7:33 AM
Me too. Is there a back up of Skylights' sheet anywhere? I don't have it except for back in England, which I won't have access to for another three months.

Not to sound self-absorbent/narcissistic or the like, but if a new section was made dedicated to the stage assets? Sure, updates will be slow for that venture, but it'd get there. That way, Skylights' sheet can be there as visual reference to the pieces of mine.
Feb 20, 2018, 2:40 AM
Aww, I was hoping Observer's sheet wouldn't replace Skylights' one.
I was expecting both to be featured as options. ^^;
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