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akgambatte

Forked from Gambatte r571 by sinamas.

TODO

  • Temporal frambuffer blending.
    • See game "Zas". There's a trick GB games used, toggling layers each frame, to create multiple background layers.
    • The original screen I guess its pixels took longer than one frame to fully change, so one could get away with this trick.
    • Can we simulate it by drawing each frame at <1 opacity?
    • It's going to be a change in emuhost most likely.
    • Changing the final framebuffer transfer to 0.5 opacity fixes it pretty good for Zas.

    • Call it "pixel-refresh".
    • Extract to a uniform in eh_render and allow config via command line. Default 1.
    • Find other games impacted by this.
      • King of Fighters 2003: Not exactly the same problem. 0.5 looks maybe better, maybe worse.
      • Nothing else with the Faulty flag was this fault.
      • I swear I've seen this behavior before, but can't seem to find any examples beyond Zas.
    • What do lower opacities look like for games that don't need it? ...generally not a problem, but sometimes bad, and usually undesirable.
      • Konami J2 Collection: Parodius: Looks great.
      • Kirikou: Still gorgeous.
      • Kid Niki: Better without but perfectly tolerable with.
      • Robot Fight: Does no harm. Better without, imho.
      • Yoshi's Cookie: No problem.
      • Wario Land 3: Looks fine.
      • Wizards Wrrs 10: Better without, noticeably. I think it's due to unrelated sprite-limit faults, but low pixel-refresh exacerbates it.
      • Oracle of Seasons: Better without.
      • The Castlevania Adventure: Much better without, due to exacerbated blink faults.
    • Should we set 0.5 by default for all Gameboy? NO, do it per-game.

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