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'll hopefully get better over time and with more feedback.<p>I'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'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'm intending to write about all things emulation there, in fact. I want to cover input latency reduction/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't</i> usually find in "how to write an emulator" tutorials. All the polishing stuff that takes a new emulator to a well-polished emulator.<p>It's not ready yet (the site is brand new), but I'll have an RSS feed at byuu.net/feed in a couple of days if anyone's interested in this sort of content.<p>Thanks for reading ^-^