The PAL luma mystery

On a NES PAL sytem, stylized horizontal gradient lines of the same brightness will blend into each other and create a richer colour presence, whether intended or unintended.

If two colours above/below each other are of opposite phase and equal brightness, the resulting colour should be gray.

However, i encountered a display quirk the other day – instead of a gray line, i got a black and white ripple. It seems as if *something* is causing the luma channel to oscillate between high and low.


before/after resolving the problematic effect

After a little experimentation, it turned out that this may be trigged or avoided depending on whether the change of colour is on an even or odd scanline.

I haven’t ruled out hardware deviance just yet, but simply nudging the border upwards solved the problematic effect.

PAL gamers will experience more colours in the sky for the ending scene of Project Blue. It wasn’t intended at first, but i think it looks quite nice.


Update before Campaign

Good news! All the programming is done, and the feature set thereby locked in. My next update will be in a new thread, and it will contain campaign and release info for sure.

We’re still working hard on level design and campaign materials, but it’s a downhill slide from here.

Here’s some sneak peeks (click for a slightly better view):

The following are from the level editors’ view from some screens i’m currently working on. The thin blue line on the first one is the bounding box for the inWater property, and is not shown in game.

Special Features

There’s normal and hard mode. Hard mode actually changes the layout of the levels a bit, not just makes enemies generically harder. It’s all about terrain and positions.

-but wait, there is more! There’s also a ”custom” game mode slot which loads in a user-created set of up to 4 levels, provided you’ve patched one such mod in to the ROM file or cartridge. We will release a level editor with a built-in patcher for your convenience.  

That’s all for now.

I think we’ve got a clear picture on how we want to structure the campaign already, but let me know if there’s any add-ons, tiers or whatever that you’d really like to see. I won’t promise anything on that front (while we have some things in mind already, the game itself and its viability is the most important thing) but input is always welcome.

Contact me directly or write in the appropriate nesdev or nintendoage threads.