After the success of this method, there was a fairly long stretch of researchers looking for a better orthonormal basis (such as 2D Haar wavelents, as spherical harmonics is basically a Fourier Transform on a spherical basis). I think the pinnacle of this direction was Anisotropic Spherical Gaussians from 2013.
These days though, you'd at least use a neural net to learn a basis (or use a neural net to learn something else entirely). And of course, Gaussian Splats are the technique du jour for realtime relighting.
It's my understanding it would be a significant speed improvement but the amount of work and the - ahem - stallman factor are big roadblocks.
There needs to be a better way to verify.
The interface isn't perfect though. For example they didn't commit to supporting zero strides. That used to work anyway, but it's broken now for some archs.
Were they really that washed out or is it that whatever emulator they're using isn't doing the CRT colorspace and filtering conversion correctly?
What do you mean by this? Each character requires only a 3x3 grid of pixels to draw.