fleabitdev
5 hours ago
Emulators also struggle to faithfully reproduce artwork for the Game Boy Color and the original Game Boy Advance. Those consoles used non-backlit LCD displays with a low contrast ratio, a small colour gamut, and some ghosting between frames. Many emulators just scale the console's RGB colour values to the full range of the user's monitor, which produces far too much saturation and contrast.
It's a shame, because I really like the original, muted colour palette. Some artists produced great results within the limitations of the LCD screen. Similar to the CRT spritework in this article, it feels like a lost art.
However, there's an interesting complication: quite a lot of Game Boy Color and Game Boy Advance developers seem to have created their game art on sRGB monitors, and then shipped those graphics without properly considering how they would appear on the LCD. Those games appear muddy and colourless on a real console - they actually look much better when emulated "incorrectly", because the two errors exactly cancel out!
BearOso
5 hours ago
One of the best examples of this are the first two GBA Castlevania games, Circle of the Moon and Harmony of Dissonance. The former was developed without consideration of the actual screen and was extremely dark and hard to see. The latter did consider the GBA screen and is far too colorful and bright on anything else.