Doing a direct port of blargg’s filter is a no-go. It’s just not designed for it. In fact, its main design consideration was being able to run on blargg’s ~200 mHz PPC CPU. To that end, it’s really not particularly accurate, with banding caused by reduced color precision so the math works out faster/easier, etc. Blargg didn’t even actually write the algorithm, he just optimized the crap out of it (it originally came from NewRisingSun; I haven’t been able to find any trace of the original NRS algo anywhere online to examine and see whether it’s just a “looks good” approximation or what).
In contrast, themaister’s NTSC is based on modeling the actual signal de/modulation behavior in matlab and then taking those modeled values into the shader.
As for adding the filter into other cores, it’s possible but outside of my area of expertise, and, again, not really going to be any more accurate to what the consoles themselves did with their internal NTSC encoding circuits.





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