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Wild Pokemon Flash Instead of Fade In #2134
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Real DSes screens have a very slow response time compared to pretty much every display these days. Thus a flickering like this is often used as an easy way to create transparency. |
Its not flickering, it starts not faded at all, then fades in quickly once. |
that is weird |
The effect is done via updating texture palettes. |
So the game actually loads the correct (darkened) palette first, and then one frame later loads the wrong (bright) one for... some reason? |
could it be an issue with rasteriser timing? EDIT: melonDS currently only synchronises the palette in one spot. Mid frame palette changes would not be immediately applied. |
no i dont think that's the issue. |
update: its a timing bug. |
In Pokemon Black/White, wild Pokemon appear in full brightness before flashing at the start of the battle, instead of fading in like on console. I recorded the incorrect effect in MelonDS and have attached it, it can be found here. My video settings have also been attached and can be found here. I have verified it happens both when using OpenGL and when using Software Rendering.
I am using MelonDS 0.9.5
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