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Clarify documentation of rgbgfx -C/--color-curve (#1864)
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14
man/rgbgfx.1
14
man/rgbgfx.1
@@ -143,9 +143,17 @@ Set the base IDs for tile map output.
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should be one or two numbers between 0 and 255, separated by a comma; they are for bank 0 and bank 1 respectively.
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should be one or two numbers between 0 and 255, separated by a comma; they are for bank 0 and bank 1 respectively.
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Both default to 0.
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Both default to 0.
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.It Fl C , Fl \-color-curve
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.It Fl C , Fl \-color-curve
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When generating palettes, use a color curve mimicking the Game Boy Color's screen.
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Modifies the color palettes
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The resulting colors may look closer to the input image's
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.Pq whether they are generated from the input image or taken from an input palette specification
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.Sy on hardware and accurate emulators .
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with a color curve mimicking the Game Boy Color's screen.
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This adjusts the
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.Em absolute
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RGB color values so that the
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.Em perceived
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colors, when displayed on Game Boy Color hardware
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.Pq or an emulator with an accurate display filter ,
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will look like the original colors as displayed on a backlit computer screen.
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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".
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.It Fl c Ar pal_spec , Fl \-colors Ar pal_spec
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.It Fl c Ar pal_spec , Fl \-colors Ar pal_spec
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Use the specified color palettes instead of having
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Use the specified color palettes instead of having
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.Nm
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.Nm
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