Settings related to the emulator's color palette choices.
Use Custom Palette
Check or uncheck this to switch between default palette and currently loaded custom palette.
Allows you to load a custom color palette (.pal) file to use for the current game loaded.
A note on on the format of external palettes; Palette files are expected to contain 64 or 512 8-bit RGB triplets (each in that order; red comes first in the triplet in the file, then green, then blue). Each 8-bit value represents brightness for that particular color. 0 is minimum, 255 is maximum.
A palette file with 64 entries while have emphasis colors generated automatically. A 512 entry file will specify a set of 64 colors to use with each emphasis state. The high 3 bits of $2001 correspond to 8 different 64 color palettes.
Palettes can be set on a per-game basis. To do this, put a palette file in the same directory the game is in, and add the extension "pal". Examples:
File name: Palette file name:
With so many ways to choose a palette, figuring out which one will be active may be difficult. Here's a list of what palettes will be used, in order from highest priority to least priority(if a condition doesn't exist for a higher priority palette, the emulator will continue down its list of palettes).
* NSF Palette(for NSFs only)
* Palette loaded from the "gameinfo" directory.
* NTSC Color Emulation(only for NTSC NES games).
* VS Unisystem palette(if the game is a VS Unisystem game and a palette is available).
* Custom global palette.
* Default NES palette.
Applies simple Grayscale filter, no matter what palette is currently used.
De-emphasis bit swap
Every PAL PPU has de-emphasis bits for green and red colors swapped. This option simulates that behavior.
NTSC Color Emulation
If enabled, FCEUX will simulate actual NTSC signal processing. The result should be the actual colors you would see if outputting to an actual NTSC television.
The Tint and Hue knobs can be used to make adjustments to the resulting color change.
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