Talk:List of video game console palettes

Why no simulated images for the Genesis? --JohnDelano (talk) 04:41, 25 December 2008 (UTC)[reply]

The simulated image for the SNES is markedly incorrect. SNES does not allow 'hot' colors, because it was designed for CRT TVs. Thus the brightest intensity is equivalent to 248, not 255. I had a link to a topic on wayofthepixel.net here, but Wikipedia has blacklisted it for some reason, so I'll have to paste a summary here instead

" It's easy to type hex SNES colors, because it only requires you to think of one thing:

You can type any digit in the first place, and only one of 0,8 in the second place. (so 3f3058 is okay; 333058 is not okay) "

Checking SNES screenshots also confirms the above. I can easily make a parrot image quantized to SNES colorspace, it's just a matter of figuring out how to upload it. --NeoTA —Preceding unsigned comment added by 121.91.218.188 (talk) 10:39, 25 December 2008 (UTC)[reply]

The nes image is incorrect, the Nes while having many colors could only ever display them in 8x8 blocks of pallets (4) --142.163.96.49 (talk) 02:55, 11 January 2011 (UTC)[reply]

The gameboy color's 56 color restriction is not a hardware color restriction, it's a palette storage restriction, as such, special LCD controller LY==LYC and mode 2 IRQs can be utilized to generate more than 56 colors onscreen by changing out the palettes each scan line. Dubbed "high color" by the emulation community, even commerical games use this in their title screens, such as Atlantis and Cannon Fodder.