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NTSC filters

94 bytes removed, 15:10, 13 April 2016
I'm pretty sure that the limited color range doesn't apply to analog signals like YIQ and YUV.
Encoding ''luminance'' (or ''luma'', the brightness component of the signal) and ''chrominance'' (or ''chroma'', the color component of the signal) into a single signal is what causes blur and artifacting because it's a lossy way of encoding an image. RF has worse artifacting because it also encodes audio into the signal and is more prone to interference since the signal is the same as what was used TV broadcasts.
Many games were developed with the color distortion from these signals in mind, such as Chrono Trigger, with shifted values that make blacks look brown and borders look purple (this is due to TV color range being 16-235, as opposed to standard PC color range of 0-255), which would be output properly with NTSC colors, and Kirby's Dream Land 3, with vertical line patterns combined with high horizontal resolutions producing translucency effects when blended by the analog signal. Other games like Sonic used [[dithering]] patterns that would be blended on the Genesis/Mega Drive composite output, which is notably blurrier than NES or SNES composite video.
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