From a6eb6457d8d66128db569deec204e103dcc5ee7d Mon Sep 17 00:00:00 2001 From: Rangi <35663410+Rangi42@users.noreply.github.com> Date: Thu, 4 Dec 2025 10:49:23 -0500 Subject: [PATCH] Clarify documentation of `rgbgfx -C/--color-curve` (#1864) --- man/rgbgfx.1 | 14 +++++++++++--- 1 file changed, 11 insertions(+), 3 deletions(-) diff --git a/man/rgbgfx.1 b/man/rgbgfx.1 index 86197179..e129813d 100644 --- a/man/rgbgfx.1 +++ b/man/rgbgfx.1 @@ -143,9 +143,17 @@ Set the base IDs for tile map output. should be one or two numbers between 0 and 255, separated by a comma; they are for bank 0 and bank 1 respectively. Both default to 0. .It Fl C , Fl \-color-curve -When generating palettes, use a color curve mimicking the Game Boy Color's screen. -The resulting colors may look closer to the input image's -.Sy on hardware and accurate emulators . +Modifies the color palettes +.Pq whether they are generated from the input image or taken from an input palette specification +with a color curve mimicking the Game Boy Color's screen. +This adjusts the +.Em absolute +RGB color values so that the +.Em perceived +colors, when displayed on Game Boy Color hardware +.Pq or an emulator with an accurate display filter , +will look like the original colors as displayed on a backlit computer screen. +Note that GBC displays can look very different depending on the ambient light and their exact hardware model, so this color curve is only a "best effort". .It Fl c Ar pal_spec , Fl \-colors Ar pal_spec Use the specified color palettes instead of having .Nm