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A section on LCD artifacts may be useful #387

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tbsp opened this issue Jan 6, 2022 · 1 comment
Open

A section on LCD artifacts may be useful #387

tbsp opened this issue Jan 6, 2022 · 1 comment
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content Improvements or additions to documentation enhancement New feature or request

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@tbsp
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tbsp commented Jan 6, 2022

This would cover things such as blur/smearing/etc, including simple 2-frame blending effects, but also more complex behaviors. One of the more complex behaviors is as follows.

ISSOtm noticed an unexpected artifact in The Forest Hero, as described here:

Go into the hole shown at the beginning, then go up and down the stairs
My DMG shows a bunch of vertical lines for some reason

Based on the belief that it was due to the brick tiles effectively toggling pixels between black/white on alternating frames I created the following test ROM. If you press A when this ROM is running the stripped tiles will essentially be xor'd every other frame, leading to a similar effect, which gets worse as there's more white in a given column.

It's not quite the same as the game because this is 50:50 white/black, but I believe it's the same effect.

(FLASHING WARNING: You probably don't want to press A with this ROM without frame blending enabled in an emulator, as it will flash very quickly.):
vertical_smear.zip

LIJI produced mockups of the resulting effect on their GB Light with normal contrast:
normal contrast

as well as high contrast:
high contrast

I'm unaware of an emulator which attempts to emulate this behavior at this time.

@pinobatch
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144p Test Suite's "Motion blur" test likewise shows a fadeout on DMG and MGB if you turn on stripes.

@avivace avivace added content Improvements or additions to documentation enhancement New feature or request labels Jan 7, 2022
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