The author delves into the intricacies of designing the Super Nintendo’s video system, exploring details like how CRTs draw images and the importance of vertical and horizontal resolutions. Surprisingly, the decision to use 256 visible dots per line with 85 blank dots led to a slight distortion in the aspect ratio. While most games used a standard resolution, high-resolution modes were possible, resulting in flickering and color bleeding. Additionally, the author highlights the challenges of designing for PAL versus NTSC systems, underscoring the complexity of creating a universal video system for the Super Nintendo.
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