---
title: "Composite Video on the NES: Why's it so wobbly?"
url: https://daily.dev/posts/composite-video-on-the-nes-why-s-it-so-wobbly--qteo1nuez
source_url: https://nicole.express/2026/phase-altering-by-line.html
type: article
source: "Two Stop Bits"
published: 2026-07-06T17:39:40.680Z
updated: 2026-07-06T17:40:03.587Z
tags: ["signal-processing"]
reading_time: 10
upvotes: 0
comments: 0
language: en
---

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# Composite Video on the NES: Why's it so wobbly?

**[Two Stop Bits](https://daily.dev/sources/twostopbits)** · 10 min read · 0 upvotes · 0 comments

## Summary

A deep technical dive into why the NES produces a wobbly composite video image. The NES PPU generates color signals directly in the composite domain using a 21.47727 MHz oscillator divided to produce 12 color phases, resulting in 227.33 colorburst cycles per scanline rather than the ideal 227.5. This creates a three-line repeating artifact pattern. Ricoh's engineers addressed this with a 'missing dot' trick — alternating scanlines between 341 and 340 dots — reducing the visible pattern to a two-frame alternation. The post also covers how games like Battletoads that disable rendering to access VRAM bypass this correction, revealing the underlying three-frame pattern.

## Full article

daily.dev links to this article rather than hosting it. Read it at the original source: <https://nicole.express/2026/phase-altering-by-line.html>

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---

Tags: [#signal-processing](https://daily.dev/tags/signal-processing)

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