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@emilyyoung@tech.lgbt

2026-03-12 21:30 UTC

@moira@mastodon.murkworks.net I'm not sure this was intentional / intended to be used; There are multiple black palette entries in the NES PPU, and analogue video at the time was a wild west of sorts despite there being standards. ... Mostly because the US and Japan had different standards for what "black" should be, and the PPU wasn't changed to reflect that between regions. Japanese games since 1985 are usually set up for black to be at 0 IRE (NTSC-J), whereas US standards were 7.5 IRE (NTSC-M, meaning "reference black" was higher than 0V on the wire). I don't recall what the reasoning was now, though I *think* it was for broadcast signal integrity/reliability. I'm not positive that this is why 0d is like that, though, I think it's just how the hardware operates since it generates a composite video signal *inside* the PPU, rather than RGB. Many games did use the colour, including western ones.

Replies (1)

  • @gsuberland@chaos.social 2026-03-12 22:16

    @emilyyoung@tech.lgbt @moira@mastodon.murkworks.net it's because you want to keep the picture out of the noise floor. if your brightness range goes all the way down to 0V then any noise superimposed on the signal appears in your black regions, and that's where your eye is most sensitive. PAL inverted the luma for the same reason. that way any of the noise floor ends up in the white portion where you can't really see it, and the blacks come out nice and solid.

    Open ##2944917