Like the Atari 2600, the NES works with color palette entries that are organized roughly as phase and amplitude.
Measurement by lidnariq shows these values for colors that can occur outside blanking periods:
- $0D: -12 IRE
- Blanking outside sync and burst: 0 IRE by definition
- $0E, $0F, $1D-$1F, $2E, $2F, $3E, and $3F: 0 IRE
- $01-$0C: Square wave, high 43 IRE, low -12 IRE, average 15 IRE
- $00: 43 IRE
I have attached a mock screenshot of my interpretation of SpiderWaffle's request to
my reply to SpiderWaffle's post. It consists of 8-pixel-wide columns of colors $01-$0D, where $01 through $0C are blue to red to green to cyan, and $0D (the -12 IRE level) is shown for the purpose of the mockup as hot pink because PC image formats don't go that dark.
Is there demand for a dark color bar test on other platforms?
SpiderWaffle wrote:The grid on the linearity screen (pressing A again) is BY FAR the best and most useful test pattern. (I believe it's 7x7 black pixel squares with 1 pixel thick lines, which are very good, if not ideal parameters) It could be EVEN BETTER if pressing A again could cycle to remove the 5 circles, as these circles often get in the way, much like an OSM does when trying to scrutinize a white line for calibration, particularly convergence.
(If you wanted to get really fancy, a way to change between just horizontal lines or just vertical lines could be just slightly helpful)
[...]
The "Grid" is so over used, the linearity's grid is so much better, grrr.
The grid in Linearity on the NES version uses strokes 1 pixel wide, unlike the Grid 256x224, Grid 256x239, Grid Scroll Test, and Linearity (with grid) on the Super NES version.
Is there demand for a fine-pitch grid on other platforms?