>>27792The CGA and EGA examples look more like VGA with a constrained color palette, and the colors are off on the Apple II example. On the flipside, the Commodore 64 example is pretty good, down to having those chunky horizontally stretched pixels.
To fix the Apple II example, I'd use darker, more saturated colors. It's been a long time since I've used an Apple II, but I remember the colors being less pale than in the example.
For the CGA and EGA examples, as well as possibly VGA if you're going for the Mode 13h look, I'd use vertically stretched pixels. 320x200 is technically 16:10, but on older hardware it was always meant to be displayed in 4:3, and therefore stretched vertically.
I took a 320x200 screenshot from Scorched Earth, resized it to 1280x800, then extracted an individual "pixel" and resized it 500% twice over, resulting in a perfect 100x100 "pixel". Then, I took the same screenshot I originally started with, stretched it to 1280x960 this time and did the same thing; I ended up with a 100x125 "pixel". When you stretch 320x200 to 4:3, the individual pixels have a ratio of 1:1.25
I apologize for sperging out. What you're doing is cool, but you know, I wouldn't be surprised if I weren't the first person to notice these things. ;)