Viewing Issue Advanced Details
|ID||Category [?]||Severity [?]||Reproducibility||Date Submitted||Last Update|
|08287||Graphics||Major||Always||Apr 7, 2022, 03:44||Apr 15, 2022, 18:45|
|Tester||Yonah||View Status||Public||Platform||MAME (Official Binary)|
|Assigned To||Resolution||Open||OS||Windows 10/11 (64-bit)|
|Version||0.242||Fixed in Version||Build||64-bit|
|Fixed in Git Commit||Github Pull Request #|
|Summary||08287: a2600: Frames are being blended together|
|Description||Every frame appears to be blended with the previous frame, similar to the effect of using motion blur. HLSL is not enabled. See included animation taken from E.T.|
|Steps To Reproduce||Use SHIFT+P to observe frame by frame.|
|Affected Sets / Systems||a2600|
a2600-Frames.gif (38,221 bytes) Apr 7, 2022, 03:44 Uploaded by Yonah
|There are no relationship linked to this issue.|
Apr 7, 2022, 07:38
edited on: Apr 7, 2022, 07:41
A VCS2600 is intrinsically flickery. Some games have sprites flashing up only every 2nd or 3rd frame (often varying by visible sprite count on screen), other use homemade interlace tricks (drawing sprites every 2nd scanline either alternatingly or omitting always even or odd scanlines) etc. Not even the framerates are stable because it has no framebuffer and everything is very software-defined (bitbanging/cycle counting without IRQ), so screen output is almost as flexible as a vector display. I.e. playing at reduced framerate (showing only every 2nd or 3rd frame) may make certain sprites sporadically invisible, which would disturb gameplay very much. Also digitizing the stuff for youtube often makes such trouble.
Therefore the blur was likely added to mitigate such nuisance, but it definitely needs an option to turn it off.
Apr 7, 2022, 18:17
|Shouldn't this stuff be handled by the shaders? Or did the original hardware not display any of that flickering?|
Apr 15, 2022, 18:45
I'm pretty sure it was implemented to be this way always.
Should it be changed or can it be easily adjusted? Hard to say.
I'll acknowledge for now.