Transparency effects in SNES and Genesis games via composite video artifacts
I&#x27;m sorry to be the bad guy here and point this out, but ... this article is completely wrong :&#x2F;<p>An emulator outputting 100% perfect RGB pixels onto an LCD screen is very different than running an analog RGB output to a CRT television.<p>I have a PVM-2530 CRT, and a hand-built Multi-AV to PVM-CMPTR adapter board ( <a href="http:&#x2F;&#x2F;i.imgur.com&#x2F;EgCX2EJ.jpg" rel="nofollow">http:&#x2F;&#x2F;i.imgur.com&#x2F;EgCX2EJ.jpg</a> ), and the colors still blend perfectly fine in his example of Kirby&#x27;s Dream Land 3, as well as the more odious test case of Jurassic Park&#x27;s translucent menus.<p>CRTs don&#x27;t have an &quot;official&quot; horizontal resolution .. the number of RGB columns is dependent upon the tube and its size, and there&#x27;s never an exact match against the analog nature of the RGB output from the SNES to the columns on a TV. So the colors naturally bleed together and produce the desired translucency. Maybe just a touch less severely than composite, but well more than enough to achieve the desired blending effects -- without all the horrific composite video artifacts.<p>Further, my SNES emulator simulates this effect as well, by choosing &quot;Video Emulation -&gt; Blurring.&quot; It doesn&#x27;t quite work the same way as a CRT would, but it simulates the effect very nicely. It&#x27;s not yet connected for my Genesis emulator, but that&#x27;s only because it&#x27;s very new and has more pressing issues to address, but it&#x27;ll be there in time as well.<p>I can&#x27;t speak for how these effects look on an XRGB-Mini (I haven&#x27;t tested these types of translucency tricks on mine yet), but I would venture a guess that it would not even look close to as &#x27;pristine&#x27; (striped) as the emulators output: it&#x27;s still having to use an ADC on the RGB lines, and that&#x27;s always going to be lossy to some degree.