Emulation How to use the green palette for GB (DMG-001) roms on Gameyob?

JuanMena

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Hello, by using some maths calculations (la regla de tres a.k.a Cross-multiplication)
I try to make working the 3DS VC palette on Gameyob and it works

3DSVC=25,25,21,20,20,17,13,13,10,5,5,3

about the values I used were these

31 (Gameyob Max Value) 255 (Paint RGB Max Value)

X (Unknown Value) 206 (our Custom Value)

The operation will be like this: 206 × 31 ÷ 255 = 25,04

if the decima (in this case is the 0) is below to 5 the number will stay as 25, but if is above to 5, the number will have +1 unit (26 in this case)
Appreciate the efforts for this reply. Sadly it's not working for me. Keeps bringing wrong colors.
 

plasturion

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Why is it that happen? I see that ini file at palette section has only decimal values (not hex) from range 0-31, with format R0,B0,G0,R1,B1,G1,R2,B2,G2,R3,B3,G3, so the recipe should work.
How about this, open calculator for windows, type alt+F3, enter one of RGB value from range 0 to 255, click [Rsh], set 3 (3 bit-shift movement to the right) 206 >> 3 = 25, but colors shouldn't be precisely exact the same knowing that we're loosing few bits.
 

JuanMena

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Why is it that happen? I see that ini file at palette section has only decimal values (not hex) from range 0-31, with format R0,B0,G0,R1,B1,G1,R2,B2,G2,R3,B3,G3, so the recipe should work.
How about this, open calculator for windows, type alt+F3, enter one of RGB value from range 0 to 255, click [Rsh], set 3 (3 bit-shift movement to the right) 206 >> 3 = 25, but colors shouldn't be precisely exact the same knowing that we're loosing few bits.
I did couple tests this morning using the theory of @DeerClouds and it's not working for me with these palettes: https://gbatemp.net/threads/help-getting-correct-rgb-values.641068/
(those values are still not converted with DeerClouds theory)

And apparently, Gameyob uses two different max values:
R=31
G=63
B=31

But still, this doesn't work for me even if I use a max value of 31 for G.

Another thing I noticed: Some values can't exceed first RGB values. For instance, if you have 3 RGB values greater than consecutive RGB values, the palette kinda works, for instance:

RGB=20,16,12,16,12,8,12,8,4,8,4,0 (values goes from > to < ) this palette should be a GreenScale palette.

BUT if consecutive RGB values are greater than the first RGB values, colors gets wrong, same example but with higher blue value:

RGB=20,16,12,16,12,16,12,8,12,8,4,8 (even if values goes > to < the added Blue value makes this palette behave wrongly) this palette should still be GreenScale but WON'T.
Try these palettes and see what I mean.
Post automatically merged:

Using my theory that RGB values should be greater than consecutive values (RGB=+,+,+,-,-,-,-,-,-,-,-,-) I managed to make these custom palettes:
IMG_20240126_171138_706.jpg


But still they're not the ones I want.
Edit: Added @DeerClouds "3DSVC" palette as a control. Also, it looks good!
Edit: DMG3 is closer to a real DMG color palette. DMG5 is also close but with higer contrast.

Edit: GRAYSCALE, POCKET1, OCEANGB and CRTGB are included in Gameyob's ini file. 3DSVC is DeerCloud's, the rest are my tests. If anyone wants my DMG palettes, let me know.
 
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plasturion

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Wait, why this palette should be in green scale?
Let's check the first color of the palette RGB=20,16,12,16,12,16,12,8,12,8,4,8
R = 20
G = 16
B = 12
so let's go opposite direction, bit-shift to left
R: 20 << 3 = 160
G: 16 << 3 = 128
B: 12 << 3 = 96
Nope it's not tone of green, seems a light-brown similar to the color from the your image.
Green value in this case is not greater than Red or Blue, so shouldn't be in green scale. 255 is max tone, 0 is none.
You can find also RGB 8:8:8 online converters to 5:6:5, but i doubt that green has 6-bits cause none of presetes exceed 31 in gameyob.ini file
 
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JuanMena

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Wait, why this palette should be in green scale?
Let's check the first color of the palette RGB=20,16,12,16,12,16,12,8,12,8,4,8
R = 20
G = 16
B = 12
so let's go opposite direction, bit-shift to left
R: 20 << 3 = 160
G: 16 << 3 = 128
B: 12 << 3 = 96
Nope it's not tone of green, seems a light-brown similar to the color from the your image.
Green value in this case is not greater than Red or Blue, so shouldn't be in green scale. 255 is max tone, 0 is none.
You can find also RGB 8:8:8 online converters to 5:6:5, but i doubt that green has 6-bits cause none of presetes exceed 31 in gameyob.ini file
It's weird because I have the "DMG0" palette with Green values over 40. So... I don't understand why in some cases the Green values are above 31 and still work and sometimes don't.
 

plasturion

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As I remember checking the sniplet, there's a 6-bit mask "3F", it's working like modulo. So right, it'll accept but faulty.
Refering to the dozen of default presets that gameyob generates while save settings, none of them has more than 31.
 

JuanMena

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As I remember checking the sniplet, there's a 6-bit mask "3F", it's working like modulo. So right, it'll accept but faulty.
Refering to the dozen of default presets that gameyob generates while save settings, none of them has more than 31.
Okay then, I'll buy it since it's something we've realized long ago.
Now, do you have an idea on how colors works with 0 to 31 values?
Post automatically merged:

I've realized my mistakes.
First, thanks @DeerClouds for finding out how this works, you're absolutely right.

@plasturion yes, you're right too, it only utilizes a max value of 0 to 31.

My mistakes were that I have these RGB values in which they have 0 to 9 integers, and I wasn't converting those, only those above 31. Which is why I kept getting wrong colours.
Now, I turned even values of 1 with DeerClouds theory of the rule of thirds, and palettes are working correctly.

These are the palettes I just converted:

POCKET2=16,20,16,12,16,12,8,12,8,4,8,4
LIGHT1=13,31,29,9,29,17,9,14,23,6,7,19
LIGHT2=0,29,19,0,19,12,0,18,31,0,0,23
LIGHT3=19,28,25,6,20,17,0,18,0,2,5,1

DMG0=22,16,3,18,11,11,14,6,11,9,0,13
DMG1=16,20,0,12,16,0,8,16,0,4,12,0
DMG2=16,20,0,12,16,0,8,16,4,4,12,2
DMG3=16,20,0,12,16,0,8,12,0,4,8,0
DMG4=21,30,0,17,27,0,14,21,0,0,15,0
DMG5=11,26,0,8,21,0,6,16,3,4,8,4
DMG6=8,31,0,6,26,3,4,18,4,11,4,1
DMG7=17,28,1,1,18,0,4,6,1,8,0,1

GB0=24,20,9,8,14,12,4,11,10,2,8,9
GB1=15,16,2,11,15,8,7,11,9,5,8,7
GB2=19,22,1,13,16,1,5,12,6,1,7,1
GB3=17,21,3,9,17,5,8,13,7,0,0,0
GB4=11,16,0,6,14,0,0,10,4,1,8,1

EDIT: "DMGs" were tests.
 
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plasturion

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you wanted recreate palette presets from other emulator... ok
we've got something yellowish-green
bg0= 197,162,74,66,121,99,33,89,82,16,65,74
you can use this code
Code:
#include <cstdio>
int main()
{
    char t[30];
    int r,g,b;
    scanf("%s",t);
    printf("%s ",t);
    for(int i=0; i<4; i++){
        scanf("%d%c%d%c%d%c",&r,t,&g,t,&b,t);
        printf("%d,%d,%d",r/8,g/8,b/8);
        (i!=3)?printf(","):printf("\n");
    }
    return 0;
}
or try it on that online compiler
https://www.onlinegdb.com/nlFFHMhh2
just paste your input and run and you've got:
bg0= 24,20,9,8,15,12,4,11,10,2,8,9
 

JuanMena

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For use the Palettes
First, download this version of Gameyob: https://github.com/Lana-chan/GameYob/releases/tag/v0.5.3-mavica

Unzip and place Gameyob.nds in your SD.

Create a folder named _nds and Gameyob will create a Gameyob.ini file.

Open your Gameyob.ini file with a computer, scroll down all the way and you'll see:
[palettes]
Grayscale=#########
Pocket=##########
etc.

There you'll have to paste your custom palettes or create your own using DeerClouds rule of thirds.
 
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Hello today I did a test about converting you palette, in this case the DMG0 and I get the right values I post them below with a proof of my ds
btw, what ds are you using? that buttons remember to the zelda one

DMG0 Test=13,20,9,8,15,12,4,11,10,2,8,9
 

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Hey guys, if you want more palette options you can find a bunch here:
https://lospec.com/palette-list
just set the the filtering to "exact," the number to "four" and check the option for gameboy -- You can also leave gameboy unchecked, if you want a wider range, but they might not make as much sense for our uses. Some of them are quite nice.

When you do find one you like, download the .hex file (you will still need to convert it,) open it up in a text editor and copy the values into this converter:
http://neildowning.com/HEX_to_RGB_color_converter.php
and set it to go from hex to 15 bit! And that's it. Now you can copy them into the .ini. Just one problem for me..

I can't find it. Where should I be looking? I checked the _nds folder where I thought it would be, but there was nothing there. Also looked in Twilight Menu folder, and in the directory where the .nds is, but nothing there. Nothing in the root either. I've already launched it and tweaked some settings inside the actual app, can swap palettes, but I can't find the .ini anywhere... View hidden files/folders is set to on. Not really sure what is going on here..
 
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Nikokaro

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Hi @JuanMena. I admit that I have somewhat neglected this thread of mine, but I noticed with pleasure looking at your profile that you finally found the right color scheme to emulate DMG-001. Could you please post the corresponding GameYob configuration file (and that nice gb border too) and share it with us?
Thank you pal for your efforts in this regard. :)
 

JuanMena

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Hi @JuanMena. I admit that I have somewhat neglected this thread of mine, but I noticed with pleasure looking at your profile that you finally found the right color scheme to emulate DMG-001. Could you please post the corresponding GameYob configuration file (and that nice gb border too) and share it with us?
Thank you pal for your efforts in this regard. :)
Hello there Niko.
I'm thinking to make more Custom Borders for GameYob, as those posted in my profile were just test to get some sense of size of elements, fonts and colors.
So, if you want those borders (mere tests, meaning I'm planning to make more borders) then, I'll upload them in this post.
About the DMG Color Palette, I have several. I'm assuming that most people here don't know how to edit the .ini file (just open it with Notepad in any Windows machine) and add your palettes there, but... having that idea into consideration, I'll upload my gameyobds.ini file... but I take no responsibility if something "breaks" on your side (talking to you, the reader).

@Nikokaro the DMG Palette you're seeing me using is named "DMG2", and also, "DMG6" looks a bit more saturated but still having the same "puke green" color palette.

EDIT: GBATEMP is telling me that I can't upload the gameyobds.ini file, and it won't show the .bmp borders. So, I'll put them in a ZIP file, and just extract the contents with a computer or whatever.
 

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Nikokaro

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@JuanMena congratulations on those DMG borders; I was expecting one, but you posted several. They are one more beautiful than the other, so much so that I wouldn't know which one to choose. A professional job I would say; the touch of an artist clearly emerges.
Considerably better than those GBA frames included in the official kernels of the various flashcarts. They deserve an appropriate thread. 😉
 

JuanMena

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@JuanMena congratulations on those DMG borders; I was expecting one, but you posted several. They are one more beautiful than the other, so much so that I wouldn't know which one to choose. A professional job I would say; the touch of an artist clearly emerges.
Considerably better than those included in the official kernels of the various flashcarts. They deserve an appropriate thread. 😉
I was thinking to make more this morning but it seems my version of Inkscape is out of date and I was trying to upgrade it to the latest version and now I'm busy downloading Windows 7 isos and it's taking forever (one thing led to another and now here I am downloading over 20 GBs of software) so it's going to take a while to install that new version of Inkscape.

Yeah, kidding you not I was planning to make a proper Thread posting borders and color palettes.
Maybe later if I ever get to make more.
Post automatically merged:

Hey guys, if you want more palette options you can find a bunch here:
https://lospec.com/palette-list
just set the the filtering to "exact," the number to "four" and check the option for gameboy -- You can also leave gameboy unchecked, if you want a wider range, but they might not make as much sense for our uses. Some of them are quite nice.

When you do find one you like, download the .hex file (you will still need to convert it,) open it up in a text editor and copy the values into this converter:
http://neildowning.com/HEX_to_RGB_color_converter.php
and set it to go from hex to 15 bit! And that's it. Now you can copy them into the .ini. Just one problem for me..

I can't find it. Where should I be looking? I checked the _nds folder where I thought it would be, but there was nothing there. Also looked in Twilight Menu folder, and in the directory where the .nds is, but nothing there. Nothing in the root either. I've already launched it and tweaked some settings inside the actual app, can swap palettes, but I can't find the .ini anywhere... View hidden files/folders is set to on. Not really sure what is going on here..
That's really nice.
About you not being able to find gameyobds.ini, it should be in a folder in the root of your SD. Create a folder called _nds and launch Gameyob, change some settings (like button mappings) and then "Save Settings". I presume you have to kinda "generate" the file if GameYob Mavica is not doing it at launch.
Now open your SD in a Computer and you should have:

SD:/ _nds/gameyods.ini

If not, create the _nds folder and paste my gameyobds.ini file attached posts above.
 
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