Screenshots Gallery

For Kizul's Definitive NTSC NES Palette

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These screenshots were generated by NEStopia; if you see any oddities at the top and/or bottom, that's because NEStopia's screenshots ignore overscan clip settings, thus showing the top and bottom 8 pixels that are normally hidden on an NTSC television (and in most emulators).

This palette is the product of over three years one decade of messing around, on and off, with trying to get a palette that matched what my actual NES Control Deck output on my CRT TV.

The Very Short Version: I hooked my NES and PC up to the same CRT TV and eyeballed the colors until what my PC was trying to display on the screen matched as closely as possible what the NES was displaying on that same screen.

After that, I opened Photoshop CS6, created a new 'canvas' in 16-bit Lab colorspace, and pasted into that 'canvas' a screenshot of that palette (which I've dubbed "Version 2.0". Don't ask about Version 1.0: it was ugly).

On the Lightness channel, I selected each row of colors and used the Blur > Average filter to uniformly average the Lightness of each row. I then copied the grays from the middle two rows' Lightness as colors $00 and $10 (the two darkest "Whites"); and while looking at someone else's attempted hardware-accurate palette, I noticed that colors $2D and $3D (the two grays next to the Turquoise ($xC) colors) were a little darker and a little lighter than colors $00 and $10, respectively. I decided to use an average of the Lightness between the two darkest rows of colors for color $2D, and the average between the Lightness of the two lightest rows of colors for color $3D.

If you'd like to download this palette for use in your emulator of choice (assuming it lets you choose your own palette), you can download it here.



Bee 52

(Using the Bee 52-specific palette included in my palette pack, where $1D (used as the main 'gray' you see here) is brightened a bit to match the levels on a television.)

The Immortal

(Using the game-specific palette from my Zip file in conjunction with the Game Genie codes contained in the ReadMe.txt to disable the screen-dimming effect that's used. This works decently to emulate the CRT brightness trick that The Immortal abuses.)

Super Mario Bros./Duck Hunt


Adventure Island II


Adventures of Lolo 2


Battle Chess


Super Mario Bros. 3


Adventures of Lolo 3

If the animation sticks, just wait a few seconds. It SHOULD restart. :)

Battletoads

This is my personal favorite line from Professor T. Bird.

Bucky O'Hare


Dragon Warrior


Metroid

If the animation sticks, just wait a few seconds. It SHOULD restart. :)

Dragon Warrior III


Legendary Wings

The last vertical-scrolling level uses $11 and $12 in a way that creates a really cool texture when playing the game on actual hardware and on a CRT TV. :D

The Legend of Zelda


Dragon Warrior IV


Zelda II: The Adventure of Link


Solstice: Quest for
the Staff of Demnos


Monster in My Pocket


Adventures of Tom Sawyer

The alligator boss at the end of the rafting level uses two greens ($19 and $1A) that, on my actual NES Control Deck, are
almost indistinguishable — but they do add a cool texture due to the composite artefacting! :D
Avoid the lighter ink blasts! The darker ones will ink you up, but the LIGHTER ones will INSTANTLY KILL YOU. To be honest, I never knew there even WERE two different colors until I really studied this game for screenshots.

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All games whose images are upon this page belong to their respective creators. I'm simply using images from the games to demonstrate the palettes that I and others have made.