Forked from Gambatte r571 by sinamas.
- Temporal frambuffer blending.
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- See game "Zas". There's a trick GB games used, toggling layers each frame, to create multiple background layers.
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- The original screen I guess its pixels took longer than one frame to fully change, so one could get away with this trick.
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- Can we simulate it by drawing each frame at <1 opacity?
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- It's going to be a change in emuhost most likely.
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Changing the final framebuffer transfer to 0.5 opacity fixes it pretty good for Zas.
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- Call it "pixel-refresh".
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- Extract to a uniform in eh_render and allow config via command line. Default 1.
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- Find other games impacted by this.
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- King of Fighters 2003: Not exactly the same problem. 0.5 looks maybe better, maybe worse.
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- Nothing else with the Faulty flag was this fault.
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- I swear I've seen this behavior before, but can't seem to find any examples beyond Zas.
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- What do lower opacities look like for games that don't need it? ...generally not a problem, but sometimes bad, and usually undesirable.
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- Konami J2 Collection: Parodius: Looks great.
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- Kirikou: Still gorgeous.
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- Kid Niki: Better without but perfectly tolerable with.
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- Robot Fight: Does no harm. Better without, imho.
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- Yoshi's Cookie: No problem.
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- Wario Land 3: Looks fine.
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- Wizards Wrrs 10: Better without, noticeably. I think it's due to unrelated sprite-limit faults, but low pixel-refresh exacerbates it.
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- Oracle of Seasons: Better without.
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- The Castlevania Adventure: Much better without, due to exacerbated blink faults.
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- Should we set 0.5 by default for all Gameboy? NO, do it per-game.