Awesome thanks for making this, it’s quite another thing to be able to test quickly with many more games
The idea works okayish I would say, it’s interesting to see it’s not working as well as I expected, as white-black adjacent areas create more visible “sawtooths” patterns then when it’s not black as adjacent color. So overal the sawtooth pattern is not equally divided / visible as a normal mask would. Very nice to have tried this though, thanks as it satisfied the hunger! 
There’s one other thing: I’m testing a bit with the “CRT Color Profile” and would be interested where these things clip in sRGB space. I was having this idea that maybe would be possible to have a “test hack” for.
Could it be made such (as temp hack) that when a CRT Color Profile is set and colors clip outside of the sRGB that it is not given the max clipping value but instead turned into (for example) a bright neon green color?
With such a feature we could easily see IF, WHEN and WHERE colors from the CRT Color Profiles clip in the various games. Maybe this could work for the LUTs too?
Three lines must be calculated and three linear inequations solved in the xyY space. It’s not interesting for colorspace transformations the way they work, since the gamut is narrowed. Maybe, when i’m somewhat or very bored.





