Why no simulated images for the Genesis? --JohnDelano (talk) 04:41, 25 December 2008 (UTC)
The simulated image for the SNES is markedly incorrect. SNES does not allow 'hot' colors, because it was designed for CRT TVs. Thus the brightest intensity is equivalent to 248, not 255. I had a link to a topic on wayofthepixel.net here, but Wikipedia has blacklisted it for some reason, so I'll have to paste a summary here instead
" It's easy to type hex SNES colors, because it only requires you to think of one thing:
You can type any digit in the first place, and only one of 0,8 in the second place. (so 3f3058 is okay; 333058 is not okay) "
Checking SNES screenshots also confirms the above. I can easily make a parrot image quantized to SNES colorspace, it's just a matter of figuring out how to upload it. --NeoTA —Preceding unsigned comment added by 121.91.218.188 (talk) 10:39, 25 December 2008 (UTC)
The nes image is incorrect, the Nes while having many colors could only ever display them in 8x8 blocks of pallets (4) --142.163.96.49 (talk) 02:55, 11 January 2011 (UTC)
The gameboy color's 56 color restriction is not a hardware color restriction, it's a palette storage restriction, as such, special LCD controller LY==LYC and mode 2 IRQs can be utilized to generate more than 56 colors onscreen by changing out the palettes each scan line. Dubbed "high color" by the emulation community, even commerical games use this in their title screens, such as Atlantis and Cannon Fodder.
There's a discussion over at NESdev BBS to produce a picture that conforms to the limits of the Nintendo Entertainment System. I'll keep you posted once I have all the parameters used. --Damian Yerrick (talk) 16:50, 4 February 2016 (UTC)
The section about the Game Boy Color has some images with simulated palettes, but some are wrong.
I have taken a picture of my GBA SP (with my shoddy camera, so everything appears more bluish than it actually is) of the palette described as purple (Left + A during boot, using a Pokémon Red cart); it mostly renders pale blue. The colors are roughly the same on both of my GBC's, but pictures have even worse quality due to lack of back-lighting.
-46.193.64.84 (talk) 10:55, 10 September 2018 (UTC)
The NES palette is very inaccurate. The YUV-V3 palette here appears to be the real NES palette (or as close as possible to the real palette). —pythoncoder (talk | contribs) 22:03, 3 October 2019 (UTC)
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Obviously these two are very different. I have no objection to changing this, but is there a reliable source? As that gametechwiki page explains, this is not a trivial issue. Without a source, any particular choice is somewhat subjective. Grayfell (talk) 22:48, 3 October 2019 (UTC)
I changed the palette to Kizul's Definitive NTSC NES Master Palette. 47.184.87.133 (talk) 04:20, 17 June 2020 (UTC)
Nintendo 64 in palette. Dillonlankford1991 (talk) 01:03, 15 December 2019 (UTC)
What is palette in Nintendo 64? Dillonlankford1991 (talk) 01:06, 15 December 2019 (UTC)
I've thought about using DawnBringer (DB) colour palette analyses instead of the ones we have right now. It's a lot more sophisticated than what we have.
Online software to generate palette analyses is hosted at the web site Lospec.
What do you guys think?
TreeNamedUser (talk) 20:50, 21 November 2020 (UTC)
Why is the "simulated" parrot image in the Atari 2600 section stretched? — Preceding unsigned comment added by TreeNamedUser (talk • contribs) 02:02, 9 December 2020 (UTC)