Not sure what color correction supposed to do. By the name of it, "Correct colors" but what even is the correct colors? I figured most portable systems had some screens that just made the colors look different between them. As reference, mGBA has a shader that supposed to mimic AGB-001 launch gba and also one for the GBA sp. Weather I would call it "Color Correction" not sure honestly.
Wasn't it just the screens those models use the reason each system had different colors? Because if each one presented different colors, then which one is the "Correct color"?
Few weeks ago, nintendo launched the GBA games on switch, I noticed the colors didn't look like how mGBA shows them. So I compared it to 3DS using the open agb firm. Since open agb firm has a screenshot function, I can easily compare the colors in paint.net to see each color value and compare. (But as a note, changing gamma or other settings are not shown in screenshots.) Some reason the screeenshots open agb firm makes are closer to what Visualboy advance and mGBA uses by default. Very Vivid ones, compared to what mGBA shader trying to copy the AGB-001 and GBA SP, or nintendo switch GBA games.
Think the point I was trying to make is what are the "correct colors" for gba games? Besides assuming that the original 2001 launch model is the correct colors because "It's the first one, that just makes sense" I'm still blaming this mess on nintendo for the poor quality screens they used in these systems.
That's a good way to ask for this.
In its first days, the first GBA model (AGB-001) had one if not the first screen of its kind.
Despite the success of the Gameboy color which featured a very similar tech for the screen, color lcd panels were still far away to be the
usual standard, and there weren't too many options in the market to choose from. The best option was the screen used in the GBA, despite the lack of a proper backlight or any light source to make it easier to see:
On top of this, the color space those types of screen used was not the standard RGB, so instead of purple you would see a washed out tone of blue, or instead of proper yellow, you would see a saturated tone of chick yellow. You can see the difference in the following example, using a GBC game as an example:
Normal RGB (left) vs GBC/GBA unlit screen RGB (right). The Pokémon Logo and Pikachu look closer to the official art with color correction.
So developers had to work with this limitation in mind, having to use saturated and bright colors to compensate, so their games would look better on those types of screens. This was made for nearly all of the early game lineup in the GBA library.
The tables would turn soon after the AGS-001 and AGS-101 were released. People noticed that the colors looked
wrong in the newer AGS-101 model. You can see the difference in the following photo:
Golden Sun looks darker on the AGS-001 (left) and brighter in the AGS-101 (right). The AGS-101 was the first model to showcase a proper RGB color-space screen.
The AGS-001 added a frontlight, but kept the dark-weird color space "feature". Despite of that, the front light solution made the screen look purplish and weird. In the other hand, the AGS-101 used a
backlight, and as of this date, it kept being used as a standard lighting solution for LCD screens, and now used a proper RGB color space.
The downside of the new AGS-101 screen solution and EVERY type of LCD screen since then, was that older GBA and GBC games that were programmed with color palettes with the old GBA screen in mind, ended looking washed out, too bright and with wrong color schemes in some areas. Some notable examples:
And last but not least, a multimedia example that backs this info up:
Here, you can see the same media content displayed in different types of consoles/shadders. You can see how the GBA version compensated the color for the older unlit displays, by oversaturating everything and using a different shade of purple. Playing this in proper RGB screens results in a wrongly displayed image. This problem was carried onwards to the DS Lite and every console that featured proper RGB colorspaces.
Interestingly enough, the GB micro and the DS Phat launched with a better lightened screen, but keeping the old colorspace:
The DS Phat has a colorspace similar to the old AGB-001
The DS Lite, having a proper RGB colorspace screen, shows how washed and brighter old GBA games look.
Here you can see the GBmicro colorspace compared to the DS Lite and 3DS
So in order to correct the color spaces of older GBA and GBC games to match how developers originally saw them, the emulation scene has implemented the correction in form of shaders.
At the end, it is up to the user to decide if they like them or not, as this is a completely optional feature, but a neat one to have.