Color Emulation
Hi all, article author here.<p>My background is I wrote emulators for 24 systems and counting (higan and bsnes), and I want to try my hand at technical writing, in hopes of encouraging more people to get involved with emulation. I&#x27;ll hopefully get better over time and with more feedback.<p>I&#x27;ll be writing more about video emulation in the near future. I would like to cover techniques for interframe blending (the flickering shadow), composite artifacts (the waterfalls in Sonic the Hedgehog), color bleed (translucency in Kirby&#x27;s Dream Land 3), screen curvature, scanlines, color subcarriers (and how shifting it causes shakiness you see in composite video), interlacing, phosphor decay, phosphor glow, aperture grilles, non-1:1 RGB pixel layouts (Game Gear LCD), etc.<p>I&#x27;m intending to write about all things emulation there, in fact. I want to cover input latency reduction&#x2F;mitigation, removing audio aliasing above the Nyquist limit using FIR and IIR low-pass filters, designing thread schedulers and priority queues, provide mirroring and organizing of PDF datasheets for all the ICs used in retro gaming systems, etc.<p>Basically, I want to cover all the stuff you <i>don&#x27;t</i> usually find in &quot;how to write an emulator&quot; tutorials. All the polishing stuff that takes a new emulator to a well-polished emulator.<p>It&#x27;s not ready yet (the site is brand new), but I&#x27;ll have an RSS feed at byuu.net&#x2F;feed in a couple of days if anyone&#x27;s interested in this sort of content.<p>Thanks for reading ^-^