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RGB Test Rom for GBa

Started by ry0g4_, November 11, 2021, 06:06:44 AM

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ry0g4_

Hi folks,

I have been created a simple rgb test rom for gba.

RGB TEST ROM FOR GBA

I am using a simple lib to put text and graphics.

Anime_World

Quote from: RyogaSinGPS on November 11, 2021, 06:06:44 AM
Hi folks,

I have been created a simple rgb test rom for gba.

RGB TEST ROM FOR GBA

I am using a simple lib to put text and graphics.

Nice Job! :thumbsup:

TallyFeli

Hi...It's been some time since I last refreshed the shader pack. During the rest, I've been utilizing a few projects and once again align my sources.

I exchanged my vga connectors when I had my realistic cards traded. My screen is LCD and viable with sRGB specs, yet just has VGA input. Prior to trading connectors, I had cutting issues with the screen of where I scarcely see any differentiation on Mario Kart 8 stacking screen foundation, and I would need to utilize the driver to play around the difference settings in view of cutting on blacks and whites. I saw this issue not many months after the past shader discharge. However, it was not quite so forceful as Full Range cutting on Limited reach mode. The new connector can show the entire size of rgb values with no section on default show settings, which improves accuracy of shading precision when replicating colors from handhelds to my screen.

I've utilized apparatuses for shading exactness like photoshop and utilizing the shading mangler shader to see the outcomes. I utilized a light to streak the GBA screen that is indistinguishable from 6500k whites to the screen. The GBA Red, Green, and Blue tones do fluctuate by light temperature, so I as a rule utilize the white light. The white tone is extremely indistinguishable, so colors are better and more precise from the screen. I even messed with a few lights with shading temperatures and furthermore do the shading temperature in photoshop to see the indistinguishable outcomes. The white light appears to be exceptionally useful to get the specific rgb colors. I do red and green first since the shading esteems are inside the sRGB range thus I put them in the shader and check out the qualities in Photoshop prior to putting the blue tone. Since the blue tone is outside of the sRGB range, I would need to take away the red worth on the blue tone to get more exact blue tones and immersion. I would fill in the blue and green qualities to the blue tone to accomplish better outcomes with unadulterated white tone in the shader. From that point forward, it is more satisfying than the last update.