Remembered an old trick, thought to share. Not very practical, although being tested for other platform(s) - just to give another view.
As emulators are free of any random, every game with the same exact input will always work the same - that's a fact that made TAS possible. But this also could be abused to increase graphics resolution and or color in a way that is a bit different for usually proposed to accomplish this - external resources that replace internal ones on-fly.
Like, we have four copies of emulator with the same game loaded, all emulators get the same input. But copies of the game could have different CHR ROM content, either allowing to get twice larger resolution (one copy - top left pixel of quad, another - top right, etc), or color depth (one copy has two bits, another next two bits, 8 bits total). Some glue logic is required to compose final picture out of raster buffers provided by the emulators. To avoid palette management the idea of the color flicker could be used, just mixed and displayed as static picture without actual flicker.
As emulators are free of any random, every game with the same exact input will always work the same - that's a fact that made TAS possible. But this also could be abused to increase graphics resolution and or color in a way that is a bit different for usually proposed to accomplish this - external resources that replace internal ones on-fly.
Like, we have four copies of emulator with the same game loaded, all emulators get the same input. But copies of the game could have different CHR ROM content, either allowing to get twice larger resolution (one copy - top left pixel of quad, another - top right, etc), or color depth (one copy has two bits, another next two bits, 8 bits total). Some glue logic is required to compose final picture out of raster buffers provided by the emulators. To avoid palette management the idea of the color flicker could be used, just mixed and displayed as static picture without actual flicker.