Since then the state of the art in CPC emulators has moved on a lot. Most of the advances have been in emulating the quirks of the CRTC (Cathode Ray Tube Controller). Most games didn't make much use of the CRTC beyond the basics, but demomakers have been pushing its bounds for 30 years now. Here's a fairly typical recent example of a CPC demo: https://www.youtube.com/watch?v=6wBwbRYL-F4&feature=youtu.be
Even back in the mid-90s we were stretching the CRTC to such an extent that differences were apparent depending whether Amstrad had bought a batch of chips from Hitachi, Motorola or NEC. It's worth browsing Pouet to see what's been done in the years since.
I do remember fiddling with the CRTC back in the day. There used to be a trick where you could change the color palette (16 colours iirc) on the horizontal retrace to get extra colours, and I think some later games took advantage of this.
That is wonderful, takes me back :-). You can even see a bit of jitter in the lines of colours since the interrupt wasn't precise enough to really do this.
Since then the state of the art in CPC emulators has moved on a lot. Most of the advances have been in emulating the quirks of the CRTC (Cathode Ray Tube Controller). Most games didn't make much use of the CRTC beyond the basics, but demomakers have been pushing its bounds for 30 years now. Here's a fairly typical recent example of a CPC demo: https://www.youtube.com/watch?v=6wBwbRYL-F4&feature=youtu.be
Even back in the mid-90s we were stretching the CRTC to such an extent that differences were apparent depending whether Amstrad had bought a batch of chips from Hitachi, Motorola or NEC. It's worth browsing Pouet to see what's been done in the years since.