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Attached is a simple test program for those with NTSC consoles.

 

It displays 4 colors ($Ex, $1x, $2x, $3x), dark on the left and bright on the right. Move the central rectangle ($Fx, also dark left and bright right) to the position where it matches the other colors best. Move it a bit up or down, if the color aboce or below matches too. Try to ignore brightness differences. Then post the number displayed.

 

Thanks!

calibrate.bin

post-45-1226012530_thumb.png

post-45-1226012624_thumb.png

Edited by Thomas Jentzsch

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Could tone be tied into this concept somehow? Where you mix sounds and colors? Or the colors generate certain sounds as they're mixed?

 

Random Terrain's Tone Toy reminded me of Mark's Sound Demo (which I still don't really know how to use - but it generates some amazing sounds).

 

marks_sound.bin

 

I've always though a game based primarily on sound clues would be interesting on the 2600.

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Well yes, I didn't mean you couldn't do CMY, I just don't think it would be an appropriate color space for this game. Look at the colors you can mix with just CMY (without K). Just my opinion.:

If you subtract from white, shouldn't you get the same number of colors as if you add to black?

 

 

I may be thinking too "real world" about this... since I work in print, so I work with RGB/L*a*b (for working on images) and CMYK (for printing images). In "real world", CMY mixed, just equals an ugly weak brown color, as you probably know. You really need the black to really get a good gamut. Even then, the gamut's not even close to any chosen RGB color space.

 

None of that may really matter though with the VCS's limitations. My point is mainly just that a CMY(K) color space for a game really seems obtuse and obscure. Heck, in print, most of us don't even work in CMYK anymore... we work in RGB or L*a*b, then let profiles convert everything to CMYK for the presses at the last second. My "closeness" to the technical and working aspects of the subject are probably getting in the way, but I'd stick with any of the other color spaces you've mentioned. If you have a CMY(K) bonus round or whatever, that may be cool, but... IMO, unnecessary. To me, mixing in CMY would be almost as much "fun" as keying a press, which isn't even remotely close to being fun.

 

</end printing geek rant, for real this time!)

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Could tone be tied into this concept somehow? Where you mix sounds and colors? Or the colors generate certain sounds as they're mixed?

Interesting idea. Though wouldn't it overcomplicate the game if both things are done together?

 

Anyway, worth some brainstorming to get some ideas.

 

Random Terrain's Tone Toy reminded me of Mark's Sound Demo (which I still don't really know how to use - but it generates some amazing sounds).

I thought it is pretty easy to use. Where are your problems?

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None of that may really matter though with the VCS's limitations. My point is mainly just that a CMY(K) color space for a game really seems obtuse and obscure.

I definitely won't use it as the main algorithm. But for a bonus round or something, it might be an option to consider. It would give some variation and additional challenge.

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Random Terrain's Tone Toy reminded me of Mark's Sound Demo (which I still don't really know how to use - but it generates some amazing sounds).

I thought it is pretty easy to use. Where are your problems?

Never heard of it until now. I just looked at it and there are all kinds of symbols that mean nothing to the uninstructed. Do you know if anyone made instructions for it? If not and you understand what each line does and what all of the symbols mean, can you post instructions for it? I'll start using Mark's Sound Demo instead of Tone Toy 2008 for hunting down sounds if more cool stuff can be done with it.

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I thought it is pretty easy to use. Where are your problems?
I just looked at it and there are all kinds of symbols that mean nothing to the uninstructed.
Exactly. ;)

 

I can get it to make sounds, I'd just like to know what the parameters are that I'm actually adjusting, so the information might be useful to someone making a game.

Edited by Nathan Strum

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