Some examples:
https://www.reddit.com/r/Gameboy/comments/bvqaec/why_and_how...
Some examples:
https://www.reddit.com/r/Gameboy/comments/bvqaec/why_and_how...
And with the second version of the GBA SP and the GB Micro, colors were very saturated. Particularly on the SP. If anything, cranking up the saturation on an emulator would get you closer to how things looked on those models, while heavily desaturating would get you closer to the look on earlier models.
That's certainly the case. The super low screen brightness of the first GBA was a major problem, because you often literally couldn't see things properly under less than perfect ambient light. So compensating for low brightness was more important than compensating for low color saturation, which is merely an aesthetic issue.
https://user-images.githubusercontent.com/7229541/215890834-...
It blew my mind when I finally learnt this, as I spent years of my childhood playing games that looked like the examples on the left, not realising the colours were due to the RGB monitor I had.
Also, are you able to tell me the name of the game in the second row in that screenshot?
https://www.nesdev.org/wiki/PPU_palettes#2C02
In addition to CRTs having variable properties, it turns out a lot of consoles (understandably!) cheat a little bit when generating a composite signal. The PPU's voltages are slightly out of spec, its timing is weird to work around a color artifact issue, and it generates a square wave for the chroma carrier rather than an ideal sine wave, which produces even more fun problems near the edges. So we've got all of that going on, and then the varying properties of how each TV chooses to interpret the signal. Then we throw electrons at phosphors and the pesky real world and human perception gets involved... it's a real mess!
This video is related to that issue